Shader "Sine VFX/StartSphereV2" {
	Properties {
		_FinalPower ("Final Power", Range(0, 4)) = 1
		_Ramp ("Ramp", 2D) = "white" {}
		_OffsetPower ("Offset Power", Range(0, 4)) = 0.3333333
		_NoiseTest ("NoiseTest", 2D) = "white" {}
		_DistortionPower ("Distortion Power", Range(0, 4)) = 1
		_DistortionFresnelExp ("Distortion Fresnel Exp", Range(0, 4)) = 0
		_Color ("Color", Vector) = (0.5,0.5,0.5,1)
		_SpaceTex ("Space Tex", 2D) = "white" {}
		_FresnelExp ("Fresnel Exp", Range(0, 4)) = 0
	}
	SubShader {
		Tags { "RenderType" = "Opaque" }
		Pass {
			Name "FORWARD"
			Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
			GpuProgramID 38839
			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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat6 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat6 = inversesqrt(u_xlat6);
					    vs_TEXCOORD1.xyz = vec3(u_xlat6) * u_xlat2.xyz;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat6;
					float u_xlat11;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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;
					    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_xlat11 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat11 = inversesqrt(u_xlat11);
					    vs_TEXCOORD1.xyz = vec3(u_xlat11) * u_xlat2.xyz;
					    vs_TEXCOORD3 = u_xlat0.z;
					    u_xlat6 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat6 = unity_MatrixV[0].z * u_xlat1.x + u_xlat6;
					    u_xlat6 = unity_MatrixV[2].z * u_xlat1.z + u_xlat6;
					    u_xlat6 = unity_MatrixV[3].z * u_xlat1.w + u_xlat6;
					    vs_TEXCOORD2.z = (-u_xlat6);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat0.w;
					    vs_TEXCOORD2.xy = u_xlat1.zz + u_xlat1.xw;
					    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[4];
						float _OffsetPower;
						vec4 unused_0_2[5];
					};
					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[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					out vec4 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD3;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					void main()
					{
					    u_xlat0.xyz = in_NORMAL0.xyz * vec3(_OffsetPower) + in_POSITION0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    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_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat4 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat4 = inversesqrt(u_xlat4);
					    vs_TEXCOORD1.xyz = vec3(u_xlat4) * u_xlat3.xyz;
					    vs_TEXCOORD3 = u_xlat2.z;
					    u_xlat4 = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat4 = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat4;
					    u_xlat4 = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat4;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.xyz;
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.xyz;
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.xyz;
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.xyz;
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[4];
						vec4 _ScreenParams;
						vec4 unused_1_3[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    SV_Target0.xyz = u_xlat0.xyz * _Color.xyz;
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat12 = clamp(u_xlat12, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.y;
					    u_xlat12 = exp2((-u_xlat12));
					    u_xlat12 = min(u_xlat12, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlat1.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					    u_xlat1.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    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];
						float _FinalPower;
						vec4 _Ramp_ST;
						vec4 unused_0_3;
						vec4 _NoiseTest_ST;
						float _DistortionPower;
						float _DistortionFresnelExp;
						vec4 _Color;
						vec4 _SpaceTex_ST;
						float _FresnelExp;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 _ScreenParams;
						vec4 unused_1_4[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _NoiseTest;
					uniform  sampler2D _SpaceTex;
					uniform  sampler2D _Ramp;
					in  vec4 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					vec2 u_xlat5;
					vec2 u_xlat8;
					float u_xlat12;
					int u_xlati12;
					void main()
					{
					    u_xlat0.x = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD1.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4].xy;
					    u_xlat1.xy = unity_StereoMatrixV[u_xlati12 / 4][u_xlati12 % 4].xy * u_xlat0.xx + u_xlat1.xy;
					    u_xlat1.xy = unity_StereoMatrixV[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4].xy * u_xlat0.zz + u_xlat1.xy;
					    u_xlat12 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xy = vec2(u_xlat12) * u_xlat1.xy;
					    u_xlati12 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati12].xyz;
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat4 = log2(u_xlat0.x);
					    u_xlat8.x = u_xlat4 * _DistortionFresnelExp;
					    u_xlat4 = u_xlat4 * _FresnelExp;
					    u_xlat4 = exp2(u_xlat4);
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.xy = u_xlat8.xx * u_xlat1.xy;
					    u_xlat1.x = _ScreenParams.x / _ScreenParams.y;
					    u_xlat5.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat2.yz = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy * _SpaceTex_ST.xy + _SpaceTex_ST.zw;
					    u_xlat3 = texture(_SpaceTex, u_xlat5.xy);
					    u_xlat2.x = u_xlat1.x * u_xlat2.y;
					    u_xlat1.xy = _Time.yy * vec2(0.0, -0.5) + u_xlat2.xz;
					    u_xlat8.xy = u_xlat8.xy * vec2(_DistortionPower) + u_xlat1.xy;
					    u_xlat8.xy = u_xlat8.xy * _NoiseTest_ST.xy + _NoiseTest_ST.zw;
					    u_xlat1 = texture(_NoiseTest, u_xlat8.xy);
					    u_xlat8.x = u_xlat3.x + u_xlat1.x;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat8.x * u_xlat0.x + u_xlat4;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat0.x * _Ramp_ST.x;
					    u_xlat0.y = 0.0;
					    u_xlat0.xy = u_xlat0.xy + _Ramp_ST.zw;
					    u_xlat0 = texture(_Ramp, u_xlat0.xy);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_FinalPower);
					    u_xlat0.xyz = u_xlat0.xyz * _Color.xyz;
					    u_xlat12 = vs_TEXCOORD3 / _ProjectionParams.y;
					    u_xlat12 = (-u_xlat12) + 1.0;
					    u_xlat12 = u_xlat12 * _ProjectionParams.z;
					    u_xlat12 = max(u_xlat12, 0.0);
					    u_xlat12 = u_xlat12 * unity_FogParams.x;
					    u_xlat12 = u_xlat12 * (-u_xlat12);
					    u_xlat12 = exp2(u_xlat12);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat12);
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
	}
	CustomEditor "ShaderForgeMaterialInspector"
}