Shader "Hidden/.poiyomi/• Poiyomi Toon •/Metal-Metal" {
	Properties {
		[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
		[HideInInspector] shader_master_label ("<color=#000000ff>Poiyomi Toon V7.2.35</color>", Float) = 0
		[HideInInspector] shader_presets ("poiToonPresets", Float) = 0
		[HideInInspector] shader_properties_label_file ("7PlusLabels", Float) = 0
		[HideInInspector] footer_youtube ("youtube footer button", Float) = 0
		[HideInInspector] footer_twitter ("twitter footer button", Float) = 0
		[HideInInspector] footer_patreon ("patreon footer button", Float) = 0
		[HideInInspector] footer_discord ("discord footer button", Float) = 0
		[HideInInspector] footer_github ("github footer button", Float) = 0
		[HideInInspector] _ForgotToLockMaterial (";;YOU_FORGOT_TO_LOCK_THIS_MATERIAL;", Float) = 1
		[ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled ("", Float) = 0
		[Helpbox(1)] _LockTooltip ("Animations don't work by default when locked in. Right click a property if you want to animate it. The shader will lock in automatically at upload time.", Float) = 0
		[ThryWideEnum(Opaque, 0, Cutout, 1, TransClipping, 9, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7, Grab Pass (Pro Only), 8)] _Mode ("Rendering Preset--{on_value_actions:[ 
            {value:0,actions:[{type:SET_PROPERTY,data:render_queue=2000}, {type:SET_PROPERTY,data:render_type=Opaque},            {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:1,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=.5}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=1},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:9,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:2,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:3,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=1}]},
            {value:4,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=1},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:5,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:RenderType=Transparent},        {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=4}, {type:SET_PROPERTY,data:_DstBlend=1},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:6,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:7,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=3},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}
        }]}]}", Float) = 0
		[HideInInspector] m_mainOptions ("Main", Float) = 0
		_Color ("Color & Alpha", Vector) = (1,1,1,1)
		_MainTex ("Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _MainTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MainTextureUV ("UV", Float) = 0
		_MainEmissionStrength ("Basic Emission", Range(0, 20)) = 0
		[Normal] _BumpMap ("Normal Map", 2D) = "bump" {}
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _BumpMapUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _BumpMapPan ("Panning", Vector) = (0,0,0,0)
		_BumpScale ("Normal Intensity", Range(0, 10)) = 1
		_ClippingMask ("Alpha Map--{reference_properties:[_ClippingMaskPan, _ClippingMaskUV, _Inverse_Clipping]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _ClippingMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ClippingMaskUV ("UV", Float) = 0
		[ToggleUI] _Inverse_Clipping ("Invert", Float) = 0
		[HideInInspector] m_start_MainHueShift ("Color Adjust", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MainColorAdjustTextureUV ("UV", Float) = 0
		[ToggleUI] _MainHueShiftReplace ("Hue Replace?", Float) = 1
		_MainHueShift ("Hue Shift", Range(0, 1)) = 0
		_MainHueShiftSpeed ("Hue Shift Speed", Float) = 0
		_Saturation ("Saturation", Range(-1, 10)) = 0
		_MainBrightness ("Brightness", Range(-1, 1)) = 0
		[ThryToggle(COLOR_GRADING_HDR)] [HideInInspector] _MainHueShiftToggle ("Toggle Hueshift", Float) = 0
		_MainColorAdjustTexture ("Mask R(H) G(S) B(B)--{reference_properties:[_MainColorAdjustTexturePan, _MainColorAdjustTextureUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _MainColorAdjustTexturePan ("Panning", Vector) = (0,0,0,0)
		[HideInInspector] m_end_MainHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_start_RGBMask ("RGBA Color Masking", Float) = 0
		[ThryToggle(VIGNETTE)] [HideInInspector] _RGBMaskEnabled ("RGB Mask Enabled", Float) = 0
		[ToggleUI] _RGBUseVertexColors ("Use Vertex Colors", Float) = 0
		[ToggleUI] _RGBBlendMultiplicative ("Multiplicative?", Float) = 0
		_RGBMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBMaskPanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBMaskUV ("UV", Float) = 0
		_RedColor ("R Color", Vector) = (1,1,1,1)
		_RedTexure ("R Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBRedPanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBRed_UV ("UV", Float) = 0
		_GreenColor ("G Color", Vector) = (1,1,1,1)
		_GreenTexture ("G Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBGreenPanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBGreen_UV ("UV", Float) = 0
		_BlueColor ("B Color", Vector) = (1,1,1,1)
		_BlueTexture ("B Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBBluePanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBBlue_UV ("UV", Float) = 0
		_AlphaColor ("A Color", Vector) = (1,1,1,1)
		_AlphaTexture ("A Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RGBAlphaPanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RGBAlpha_UV ("UV", Float) = 0
		[ThryToggle(GEOM_TYPE_MESH)] _RgbNormalsEnabled ("Enable Normals", Float) = 0
		[ToggleUI] _RGBNormalBlend ("Blend with Base--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Float) = 0
		[Normal] _RgbNormalR ("R Normal--{reference_properties:[_RgbNormalRPan, _RgbNormalRUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _RgbNormalRPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RgbNormalRUV ("UV", Float) = 0
		_RgbNormalRScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0, 10)) = 0
		[Normal] _RgbNormalG ("G Normal--{reference_properties:[_RgbNormalGPan, _RgbNormalGUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _RgbNormalGPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RgbNormalGUV ("UV", Float) = 0
		_RgbNormalGScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0, 10)) = 0
		[Normal] _RgbNormalB ("B Normal--{reference_properties:[_RgbNormalBPan, _RgbNormalBUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _RgbNormalBPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RgbNormalBUV ("UV", Float) = 0
		_RgbNormalBScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0, 10)) = 0
		[Normal] _RgbNormalA ("A Normal--{reference_properties:[_RgbNormalAPan, _RgbNormalAUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _RgbNormalAPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RgbNormalAUV ("UV", Float) = 0
		_RgbNormalAScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0, 10)) = 0
		[HideInInspector] m_end_RGBMask ("RGB Color Masking", Float) = 0
		[HideInInspector] m_start_DetailOptions ("Details--{reference_property:_DetailEnabled, button_right:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=9oIcQln9of4&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube},is_hideable:true}", Float) = 0
		[ThryToggle(FINALPASS)] [HideInInspector] _DetailEnabled ("Enable", Float) = 0
		_DetailMask ("Detail Mask (R:Texture, G:Normal)", 2D) = "white" {}
		[Vector2] [HideInInspector] _DetailMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DetailMaskUV ("UV", Float) = 0
		_DetailTint ("Detail Texture Tint", Vector) = (1,1,1,1)
		_DetailTex ("Detail Texture", 2D) = "gray" {}
		[Vector2] [HideInInspector] _DetailTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DetailTexUV ("UV", Float) = 0
		_DetailTexIntensity ("Detail Tex Intensity", Range(0, 10)) = 1
		_DetailBrightness ("Detail Brightness:", Range(0, 2)) = 1
		[Normal] _DetailNormalMap ("Detail Normal", 2D) = "bump" {}
		_DetailNormalMapScale ("Detail Normal Intensity", Range(0, 10)) = 1
		[Vector2] [HideInInspector] _DetailNormalMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DetailNormalMapUV ("UV", Float) = 0
		[HideInInspector] m_end_DetailOptions ("Details", Float) = 0
		[HideInInspector] m_start_MainVertexColors ("Vertex Colors", Float) = 0
		[ToggleUI] _MainVertexColoringLinearSpace ("Linear Colors", Float) = 1
		_MainVertexColoring ("Use Vertex Color", Range(0, 1)) = 0
		_MainUseVertexColorAlpha ("Use Vertex Color Alpha", Range(0, 1)) = 0
		[HideInInspector] m_end_MainVertexColors ("Vertex Colors", Float) = 0
		[HideInInspector] m_start_vertexManipulation ("Vertex Offset--{reference_property:_VertexManipulationsEnabled, button_right:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=x728WN50JeA&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube},is_hideable:true}", Float) = 0
		[ThryToggle(AUTO_EXPOSURE)] [HideInInspector] _VertexManipulationsEnabled ("Enabled", Float) = 0
		[Vector3] _VertexManipulationLocalTranslation ("Local Translation", Vector) = (0,0,0,1)
		[Vector3] _VertexManipulationLocalRotation ("Local Rotation", Vector) = (0,0,0,1)
		_VertexManipulationLocalScale ("Local Scale", Vector) = (1,1,1,1)
		[Vector3] _VertexManipulationWorldTranslation ("World Translation", Vector) = (0,0,0,1)
		_VertexManipulationHeight ("Vertex Height", Float) = 0
		_VertexManipulationHeightMask ("Height Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _VertexManipulationHeightPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] [HideInInspector] _VertexManipulationHeightUV ("UV", Float) = 0
		_VertexManipulationHeightBias ("Mask Bias", Range(0, 1)) = 0
		[ToggleUI] _VertexRoundingEnabled ("Rounding Enabled", Float) = 0
		_VertexRoundingDivision ("Division Amount", Float) = 500
		[HideInInspector] m_end_vertexManipulation ("Vertex Offset", Float) = 0
		[HideInInspector] m_start_Alpha ("Alpha Options", Float) = 0
		_Cutoff ("Alpha Cuttoff", Range(0, 1.001)) = 0.5
		[ToggleUI] _DitheringEnabled ("Enable Dithering", Float) = 0
		_DitherGradient ("Dither Gradient", Range(0, 1)) = 0.1
		[ToggleUI] _ForceOpaque ("Force Opaque", Float) = 0
		_MainShadowClipMod ("Shadow Clip Mod", Range(-1, 1)) = 0
		[Enum(Off, 0, On, 1)] _AlphaToMask ("Alpha To Coverage", Float) = 0
		[ToggleUI] _MainAlphaToCoverage ("Sharpenned A2C--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Float) = 0
		_MainMipScale ("Mip Level Alpha Scale--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Range(0, 1)) = 0.25
		[ToggleUI] _AlphaPremultiply ("Alpha Premultiply", Float) = 0
		_AlphaMod ("Alpha Mod", Range(-1, 1)) = 0
		[HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0
		[HideInInspector] m_start_DecalSection ("Decals--{button_right:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=xHoQVN_F7JE&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube},reference_property:_DecalEnabled,is_hideable:true}", Float) = 0
		_DecalMask ("Decal RGBA Mask--{reference_properties:[_DecalMaskPan, _DecalMaskUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _DecalMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DecalMaskUV ("UV", Float) = 0
		[HideInInspector] m_start_Decal0 ("Decal 0", Float) = 0
		[ThryToggle(GEOM_TYPE_BRANCH)] [HideInInspector] _DecalEnabled ("Enable", Float) = 0
		_DecalColor ("Color", Vector) = (1,1,1,1)
		_DecalEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_DecalTexture ("Decal--{reference_properties:[_DecalTexturePan, _DecalTextureUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _DecalTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DecalTextureUV ("UV", Float) = 0
		[ToggleUI] _DecalTiled ("Tiled?", Float) = 0
		_Decal0Depth ("Depth", Float) = 0
		[Vector2] _DecalScale ("Scale", Vector) = (1,1,0,0)
		[Vector2] _DecalPosition ("Position", Vector) = (0.5,0.5,0,0)
		_DecalRotation ("Rotation", Range(0, 360)) = 0
		_DecalRotationSpeed ("Rotation Speed", Float) = 0
		[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _DecalBlendType ("Blending", Range(0, 1)) = 0
		_DecalBlendAlpha ("Alpha", Range(0, 1)) = 1
		[ToggleUI] _DecalHueShiftEnabled ("Hue Shift Enabled", Float) = 0
		_DecalHueShiftSpeed ("Shift Speed", Float) = 0
		_DecalHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_start_Decal0AudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0ScaleBand ("Scale Band", Float) = 0
		_AudioLinkDecal0Scale ("Scale Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0AlphaBand ("Alpha Band", Float) = 0
		[Vector2] _AudioLinkDecal0Alpha ("Alpha Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0EmissionBand ("Emission Band", Float) = 0
		[Vector2] _AudioLinkDecal0Emission ("Emission Mod", Vector) = (0,0,0,0)
		[HideInInspector] m_end_Decal0AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_Decal0 ("Decal 0", Float) = 0
		[HideInInspector] m_start_Decal1 ("Decal 1--{reference_property:_DecalEnabled1}", Float) = 0
		[ThryToggle(GEOM_TYPE_BRANCH_DETAIL)] [HideInInspector] _DecalEnabled1 ("Enable", Float) = 0
		_DecalColor1 ("Color", Vector) = (1,1,1,1)
		_DecalEmissionStrength1 ("Emission Strength", Range(0, 20)) = 0
		_DecalTexture1 ("Decal--{reference_properties:[_DecalTexture1Pan, _DecalTexture1UV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _DecalTexture1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DecalTexture1UV ("UV", Float) = 0
		[ToggleUI] _DecalTiled1 ("Tiled?", Float) = 0
		_Decal1Depth ("Depth", Float) = 0
		[Vector2] _DecalScale1 ("Scale", Vector) = (1,1,0,0)
		[Vector2] _DecalPosition1 ("Position", Vector) = (0.5,0.5,0,0)
		_DecalRotation1 ("Rotation", Range(0, 360)) = 0
		_DecalRotationSpeed1 ("Rotation Speed", Float) = 0
		[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _DecalBlendType1 ("Blending", Range(0, 1)) = 0
		_DecalBlendAlpha1 ("Alpha", Range(0, 1)) = 1
		[ToggleUI] _DecalHueShiftEnabled1 ("Hue Shift Enabled", Float) = 0
		_DecalHueShiftSpeed1 ("Shift Speed", Float) = 0
		_DecalHueShift1 ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_start_Decal1AudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1ScaleBand ("Scale Band", Float) = 0
		_AudioLinkDecal1Scale ("Scale Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1AlphaBand ("Alpha Band", Float) = 0
		[Vector2] _AudioLinkDecal1Alpha ("Alpha Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1EmissionBand ("Emission Band", Float) = 0
		[Vector2] _AudioLinkDecal1Emission ("Emission Mod", Vector) = (0,0,0,0)
		[HideInInspector] m_end_Decal1AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_Decal1 ("Decal 0", Float) = 0
		[HideInInspector] m_start_Decal2 ("Decal 2--{reference_property:_DecalEnabled2}", Float) = 0
		[ThryToggle(GEOM_TYPE_FROND)] [HideInInspector] _DecalEnabled2 ("Enable", Float) = 0
		_DecalColor2 ("Color", Vector) = (1,1,1,1)
		_DecalEmissionStrength2 ("Emission Strength", Range(0, 20)) = 0
		_DecalTexture2 ("Decal--{reference_properties:[_DecalTexture2Pan, _DecalTexture2UV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _DecalTexture2Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DecalTexture2UV ("UV", Float) = 0
		[ToggleUI] _DecalTiled2 ("Tiled?", Float) = 0
		_Decal2Depth ("Depth", Float) = 0
		[Vector2] _DecalScale2 ("Scale", Vector) = (1,1,0,0)
		[Vector2] _DecalPosition2 ("Position", Vector) = (0.5,0.5,0,0)
		_DecalRotation2 ("Rotation", Range(0, 360)) = 0
		_DecalRotationSpeed2 ("Rotation Speed", Float) = 0
		[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _DecalBlendType2 ("Blending", Range(0, 1)) = 0
		_DecalBlendAlpha2 ("Alpha", Range(0, 1)) = 1
		[ToggleUI] _DecalHueShiftEnabled2 ("Hue Shift Enabled", Float) = 0
		_DecalHueShiftSpeed2 ("Shift Speed", Float) = 0
		_DecalHueShift2 ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_start_Decal2AudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2ScaleBand ("Scale Band", Float) = 0
		_AudioLinkDecal2Scale ("Scale Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2AlphaBand ("Alpha Band", Float) = 0
		[Vector2] _AudioLinkDecal2Alpha ("Alpha Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2EmissionBand ("Emission Band", Float) = 0
		[Vector2] _AudioLinkDecal2Emission ("Emission Mod", Vector) = (0,0,0,0)
		[HideInInspector] m_end_Decal2AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_Decal2 ("Decal 0", Float) = 0
		[HideInInspector] m_start_Decal3 ("Decal 3--{reference_property:_DecalEnabled3}", Float) = 0
		[ThryToggle(DEPTH_OF_FIELD_COC_VIEW)] [HideInInspector] _DecalEnabled3 ("Enable", Float) = 0
		_DecalColor3 ("Color", Vector) = (1,1,1,1)
		_DecalEmissionStrength3 ("Emission Strength", Range(0, 20)) = 0
		_DecalTexture3 ("Decal--{reference_properties:[_DecalTexture3Pan, _DecalTexture3UV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _DecalTexture3Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DecalTexture3UV ("UV", Float) = 0
		[ToggleUI] _DecalTiled3 ("Tiled?", Float) = 0
		_Decal3Depth ("Depth", Float) = 0
		[Vector2] _DecalScale3 ("Scale", Vector) = (1,1,0,0)
		[Vector2] _DecalPosition3 ("Position", Vector) = (0.5,0.5,0,0)
		_DecalRotation3 ("Rotation", Range(0, 360)) = 0
		_DecalRotationSpeed3 ("Rotation Speed", Float) = 0
		[ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _DecalBlendType3 ("Blending", Range(0, 1)) = 0
		_DecalBlendAlpha3 ("Alpha", Range(0, 1)) = 1
		[ToggleUI] _DecalHueShiftEnabled3 ("Hue Shift Enabled", Float) = 0
		_DecalHueShiftSpeed3 ("Shift Speed", Float) = 0
		_DecalHueShift3 ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_start_Decal3AudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3ScaleBand ("Scale Band", Float) = 0
		_AudioLinkDecal3Scale ("Scale Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3AlphaBand ("Alpha Band", Float) = 0
		[Vector2] _AudioLinkDecal3Alpha ("Alpha Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3EmissionBand ("Emission Band", Float) = 0
		[Vector2] _AudioLinkDecal3Emission ("Emission Mod", Vector) = (0,0,0,0)
		[HideInInspector] m_end_Decal3AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_Decal3 ("Decal 0", Float) = 0
		[HideInInspector] m_end_DecalSection ("Decal", Float) = 0
		[HideInInspector] m_start_backFace ("Back Face", Float) = 0
		[ToggleUI] _BackFaceEnabled ("Enable Back Face Options", Float) = 0
		_BackFaceColor ("Color", Vector) = (1,1,1,1)
		_BackFaceTexture ("Texture", 2D) = "white" {}
		[ToggleUI] _BackFaceReplaceAlpha ("Replace Alpha", Float) = 0
		[Vector2] [HideInInspector] _BackFacePanning ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _BackFaceTextureUV ("UV#", Float) = 0
		_BackFaceDetailIntensity ("Detail Intensity", Range(0, 5)) = 1
		_BackFaceHueShift ("Hue Shift", Range(0, 1)) = 0
		_BackFaceEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[HideInInspector] m_end_backFace ("Back Face", Float) = 0
		[HideInInspector] m_lightingOptions ("Lighting", Float) = 0
		[HideInInspector] m_start_Lighting ("Light and Shadow", Float) = 0
		[Toggle(VIGNETTE_MASKED)] _EnableLighting ("Enable Lighting", Float) = 1
		[Enum(Toon, 0, Realistic, 1, Wrapped (Beta), 2, Skin (Beta), 3, Flat, 4)] _LightingMode ("Lighting Type", Float) = 4
		_LightingStandardSmoothness ("Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==1}}", Range(0, 1)) = 0
		_LightingWrappedWrap ("Wrap--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==2}}", Range(0, 2)) = 0
		_LightingWrappedNormalization ("Normalization--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==2}}", Range(0, 1)) = 0
		[Enum(Ramp Texture, 0, Math Gradient, 1, Shade Mapping, 2)] _LightingRampType ("Ramp Type--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}}}}", Float) = 0
		_1st_ShadeColor ("1st ShadeColor--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Vector) = (1,1,1,1)
		_1st_ShadeMap ("1st ShadeMap--{reference_properties:[_1st_ShadeMapPan, _1st_ShadeMapUV, _Use_1stShadeMapAlpha_As_ShadowMask, _1stShadeMapMask_Inverse],condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", 2D) = "white" {}
		[Vector2] [HideInInspector] _1st_ShadeMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _1st_ShadeMapUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _Use_1stShadeMapAlpha_As_ShadowMask ("1st ShadeMap.a As ShadowMask", Float) = 0
		[ToggleUI] [HideInInspector] _1stShadeMapMask_Inverse ("1st ShadeMapMask Inverse", Float) = 0
		[ToggleUI] _Use_BaseAs1st ("Use BaseMap as 1st ShadeMap--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}}", Float) = 0
		_2nd_ShadeColor ("2nd ShadeColor--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Vector) = (1,1,1,1)
		_2nd_ShadeMap ("2nd ShadeMap--{reference_properties:[_2nd_ShadeMapPan, _2nd_ShadeMapUV, _Use_2ndShadeMapAlpha_As_ShadowMask, _2ndShadeMapMask_Inverse],condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", 2D) = "white" {}
		[Vector2] [HideInInspector] _2nd_ShadeMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _2nd_ShadeMapUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _Use_2ndShadeMapAlpha_As_ShadowMask ("2nd ShadeMap.a As ShadowMask", Float) = 0
		[ToggleUI] [HideInInspector] _2ndShadeMapMask_Inverse ("2nd ShadeMapMask Inverse", Float) = 0
		[ToggleUI] _Use_1stAs2nd ("Use 1st ShadeMap as 2nd_ShadeMap--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Float) = 0
		_BaseColor_Step ("BaseColor_Step--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.01, 1)) = 0.5
		_BaseShade_Feather ("Base/Shade_Feather--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.0001, 1)) = 0.0001
		_ShadeColor_Step ("ShadeColor_Step--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.01, 1)) = 0
		_1st2nd_Shades_Feather ("1st/2nd_Shades_Feather--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.0001, 1)) = 0.0001
		[Gradient] _ToonRamp ("Lighting Ramp--{texture:{width:512,height:4,filterMode:Bilinear,wrapMode:Clamp},force_texture_options:true,condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}", 2D) = "white" {}
		_LightingShadowMask ("Ramp Mask--{reference_properties:[_LightingShadowMaskPan, _LightingShadowMaskUV],condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}}}", 2D) = "white" {}
		[Vector2] [HideInInspector] _LightingShadowMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _LightingShadowMaskUV ("UV", Float) = 0
		_ShadowOffset ("Ramp Offset--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}}", Range(-1, 1)) = 0
		_LightingGradientStart ("Gradient Start--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}", Range(0, 1)) = 0
		_LightingGradientEnd ("Gradient End--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}", Range(0, 1)) = 0.5
		_SkinLUT ("LUT--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", 2D) = "white" {}
		_SssScale ("Scale--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0, 1)) = 1
		[HideInInspector] _SssBumpBlur ("Bump Blur--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0, 1)) = 0.7
		[Vector3] [HideInInspector] _SssTransmissionAbsorption ("Absorption--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Vector) = (-8,-40,-64,0)
		[Vector3] [HideInInspector] _SssColorBleedAoWeights ("AO Color Bleed--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Vector) = (0.4,0.15,0.13,0)
		_LightingShadowColor ("Shadow Tint--{reference_property:_LightingDetailShadowsEnabled, condition_showS:(_LightingMode==0&&_LightingRampType!=2)||_LightingMode==2||_LightingMode==3}", Vector) = (1,1,1,1)
		_ShadowStrength ("Shadow Strength--{condition_showS:(_LightingMode==0&&_LightingRampType!=2)||_LightingMode==2}", Range(0, 1)) = 1
		_AttenuationMultiplier ("Receive Casted Shadows--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode!=4}}", Range(0, 1)) = 0
		[ToggleUI] _LightingIgnoreAmbientColor ("Ignore Ambient Color--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode!=4},condition2:{type:PROPERTY_BOOL,data:_LightingMode!=1}}}", Float) = 0
		[HideInInspector] m_start_lightingModifiers ("Lighting Modifiers", Float) = 0
		[Enum(Poi Custom, 0, Correct, 1)] _LightingDirectColorMode ("Direct Light Color", Float) = 0
		[ToggleUI] _LightingIndirectColorMode ("Indirect Uses Normals", Float) = 0
		[ToggleUI] _LightingUncapped ("Uncapped Lighting", Float) = 0
		[ToggleUI] _LightingOnlyUnityShadows ("Only Unity Shadows", Float) = 0
		_LightingMonochromatic ("Monochromatic Lighting?", Range(0, 1)) = 0
		_LightingMinLightBrightness ("Min Brightness", Range(0, 1)) = 0
		_LightingMinShadowBrightnessRatio ("Shadow:Light min Ratio", Range(0, 1)) = 0
		[HideInInspector] m_end_lightingModifiers ("Lighting Modifiers", Float) = 0
		[HideInInspector] m_start_detailShadows ("Detail Shadows--{reference_property:_LightingDetailShadowsEnabled, condition_show:{type:PROPERTY_BOOL,data:_LightingMode!=4}}", Float) = 0
		[ToggleUI] [HideInInspector] _LightingDetailShadowsEnabled ("Enabled Detail Shadows?", Float) = 0
		_LightingDetailShadows ("Detail Shadows--{reference_properties:[_LightingDetailShadowsPan, _LightingDetailShadowsUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _LightingDetailShadowsPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _LightingDetailShadowsUV ("UV", Float) = 0
		_LightingDetailStrength ("Detail Strength", Range(0, 1)) = 1
		[HideInInspector] m_end_detailShadows ("Detail Shadows", Float) = 0
		[HideInInspector] m_start_ambientOcclusion ("Ambient Occlusion--{reference_property:_LightingEnableAO}", Float) = 0
		[ToggleUI] [HideInInspector] _LightingEnableAO ("Enable AO", Float) = 0
		_LightingAOTex ("AO Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _LightingAOTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _LightingAOTexUV ("UV", Float) = 0
		_AOStrength ("AO Strength", Range(0, 1)) = 1
		[HideInInspector] m_end_ambientOcclusion ("Ambient Occlusion", Float) = 0
		[HideInInspector] m_start_lightingHSL ("HSL Lighting--{reference_property:_LightingEnableHSL, condition_show:{type:PROPERTY_BOOL,data:_LightingMode==0}}", Float) = 0
		[ToggleUI] [HideInInspector] _LightingEnableHSL ("Enabled HSL Lighting", Float) = 0
		_LightingHSLIntensity ("Shadow HSL Intensity", Range(0, 1)) = 1
		_LightingShadowHue ("Shadow Hue Change", Range(0, 1)) = 0.5
		_LightingShadowSaturation ("Shadow Saturation Change", Range(0, 1)) = 0.5
		_LightingShadowLightness ("Shadow Lightness Change", Range(0, 1)) = 0.5
		[HideInInspector] m_end_lightingHSL ("HSL Lighting", Float) = 0
		[HideInInspector] m_start_lightingAdvanced ("Additive Lighting (Point/Spot)--{reference_property:_commentIfZero_LightingAdditiveEnable,button_right:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=at3p5yRRVU0&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw&index=12},hover:YouTube}}", Float) = 0
		[ToggleUI] [HideInInspector] _commentIfZero_LightingAdditiveEnable ("Enable Additive", Float) = 1
		[Enum(Realistic, 0, Toon, 1, Wrapped, 2)] _LightingAdditiveType ("Lighting Type", Float) = 1
		_LightingAdditiveGradientStart ("Gradient Start", Range(0, 1)) = 0
		_LightingAdditiveGradientEnd ("Gradient End", Range(0, 1)) = 0.5
		_LightingAdditivePassthrough ("Point Light Passthrough", Range(0, 1)) = 0.5
		_LightingAdditiveDetailStrength ("Detail Shadow Strength", Range(0, 1)) = 1
		[ToggleUI] _LightingAdditiveLimitIntensity ("Limit Intensity", Float) = 0
		_LightingAdditiveMaxIntensity ("Max Intensity--{condition_show:{type:PROPERTY_BOOL,data:_LightingAdditiveLimitIntensity==1}}", Range(0, 3)) = 1
		[ThryToggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)] _DisableDirectionalInAdd ("No Directional", Float) = 1
		[HideInInspector] m_end_lightingAdvanced ("Additive Lighting", Float) = 0
		[HideInInspector] m_end_Lighting ("Light and Shadow", Float) = 0
		[HideInInspector] m_start_subsurface ("Subsurface Scattering", Float) = 0
		[ThryToggle(_TERRAIN_NORMAL_MAP)] _EnableSSS ("Enable Subsurface Scattering", Float) = 0
		_SSSColor ("Subsurface Color", Vector) = (1,0,0,1)
		_SSSThicknessMap ("Thickness Map--{reference_properties:[_SSSThicknessMapPan, _SSSThicknessMapUV]}", 2D) = "black" {}
		[Vector2] [HideInInspector] _SSSThicknessMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SSSThicknessMapUV ("UV", Float) = 0
		_SSSThicknessMod ("Thickness mod", Range(-1, 1)) = 0
		_SSSSCale ("Light Strength", Range(0, 1)) = 0.25
		_SSSPower ("Light Spread", Range(1, 100)) = 5
		_SSSDistortion ("Light Distortion", Range(0, 1)) = 1
		[HideInInspector] m_end_subsurface ("Subsurface Scattering", Float) = 0
		[HideInInspector] m_start_rimLightOptions ("Rim Lighting", Float) = 0
		[ThryToggle(_GLOSSYREFLECTIONS_OFF)] _EnableRimLighting ("Enable Rim Lighting", Float) = 0
		[Enum(vertex, 0, pixel, 1)] _RimLightNormal ("Normal Select", Float) = 1
		[ToggleUI] _RimLightingInvert ("Invert Rim Lighting", Float) = 0
		_RimLightColor ("Rim Color", Vector) = (1,1,1,1)
		_RimWidth ("Rim Width", Range(0, 1)) = 0.8
		_RimSharpness ("Rim Sharpness", Range(0, 1)) = 0.25
		_RimStrength ("Rim Emission", Range(0, 20)) = 0
		_RimBrighten ("Rim Color Brighten", Range(0, 3)) = 0
		_RimLightColorBias ("Rim Color Bias", Range(0, 1)) = 1
		_RimTex ("Rim Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _RimTexPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimTexUV ("UV", Float) = 0
		_RimMask ("Rim Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _RimMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimMaskUV ("UV", Float) = 0
		[HideInInspector] m_start_rimHueShift ("Hue Shift", Float) = 0
		[ToggleUI] _RimHueShiftEnabled ("Enabled", Float) = 0
		_RimHueShiftSpeed ("Shift Speed", Float) = 0
		_RimHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_end_rimHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_start_rimWidthNoise ("Width Noise", Float) = 0
		_RimWidthNoiseTexture ("Rim Width Noise", 2D) = "black" {}
		[Vector2] [HideInInspector] _RimWidthNoiseTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimWidthNoiseTextureUV ("UV", Float) = 0
		_RimWidthNoiseStrength ("Intensity", Range(0, 1)) = 0.1
		[HideInInspector] m_end_rimWidthNoise ("Width Noise", Float) = 0
		[HideInInspector] m_start_ShadowMix ("Shadow Mix", Float) = 0
		_ShadowMix ("Shadow Mix In", Range(0, 1)) = 0
		_ShadowMixThreshold ("Shadow Mix Threshold", Range(0, 1)) = 0.5
		_ShadowMixWidthMod ("Shadow Mix Width Mod", Range(0, 10)) = 0.5
		[HideInInspector] m_end_ShadowMix ("Shadow Mix", Float) = 0
		[HideInInspector] m_start_RimAudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimWidthBand ("Width Add Band", Float) = 0
		[Vector2] _AudioLinkRimWidthAdd ("Width Add (XMin, YMax)", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimEmissionBand ("Emission Add Band", Float) = 0
		[Vector2] _AudioLinkRimEmissionAdd ("Emission Add (XMin, YMax)", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimBrightnessBand ("Brightness Band", Float) = 0
		[Vector2] _AudioLinkRimBrightnessAdd ("Brightness Add (XMin, YMax)", Vector) = (0,0,0,0)
		[HideInInspector] m_end_RimAudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_rimLightOptions ("Rim Lighting", Float) = 0
		[HideInInspector] m_start_reflectionRim ("Environmental Rim", Float) = 0
		[ThryToggle(_MAPPING_6_FRAMES_LAYOUT)] _EnableEnvironmentalRim ("Enable Environmental Rim", Float) = 0
		_RimEnviroMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _RimEnviroMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _RimEnviroMaskUV ("UV", Float) = 0
		_RimEnviroBlur ("Blur", Range(0, 1)) = 0.7
		_RimEnviroWidth ("Rim Width", Range(0, 1)) = 0.45
		_RimEnviroSharpness ("Rim Sharpness", Range(0, 1)) = 0
		_RimEnviroMinBrightness ("Min Brightness Threshold", Range(0, 2)) = 0
		_RimEnviroIntensity ("Intensity", Range(0, 1)) = 1
		[HideInInspector] m_end_reflectionRim ("Environmental Rim", Float) = 0
		[HideInInspector] m_start_bakedLighting ("Baked Lighting", Float) = 0
		_SpecularLMOcclusion ("Specular Occlusion", Range(0, 1)) = 0
		_SpecLMOcclusionAdjust ("Spec Occlusion Sensitiviy", Range(0, 1)) = 0.2
		_GIEmissionMultiplier ("GI Emission Multiplier", Float) = 1
		[HideInInspector] DSGI ("DSGI", Float) = 0
		[HideInInspector] LightmapFlags ("Lightmap Flags", Float) = 0
		[HideInInspector] m_end_bakedLighting ("Baked Lighting", Float) = 0
		[Helpbox(3)] _LockTooltip ("ALWAYS LOCK IN BEFORE UPLOADING. || RIGHT CLICK A PROPERTY IF YOU WANT TO ANIMATE IT.", Float) = 0
		[HideInInspector] m_start_brdf ("Metallics & Specular--{reference_property:_EnableBRDF}", Float) = 0
		[ThryToggle(VIGNETTE_CLASSIC)] [HideInInspector] _EnableBRDF ("Enable", Float) = 0
		_BRDFMetallicGlossMap ("Metallic Gloss Map--{reference_properties:[_BRDFMetallicGlossMapPan, _BRDFMetallicGlossMapUV, _BRDFInvertGlossiness, _BRDFMetallicGlossMapToolTip]}", 2D) = "white" {}
		[Helpbox(1)] [HideInInspector] _BRDFMetallicGlossMapToolTip ("R = Metallic, G = Reflectance, A = Glossiness/Smoothness/Inverse Roughness", Float) = 0
		[ToggleUI] [HideInInspector] _BRDFInvertGlossiness ("Invert Glossiness", Float) = 0
		[Vector2] [HideInInspector] _BRDFMetallicGlossMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _BRDFMetallicGlossMapUV ("UV", Float) = 0
		_BRDFSpecularMap ("Specular Tint/Mask--{reference_properties:[_BRDFSpecularMapPan, _BRDFSpecularMapUV, _BRDFSpecularMapToolTip]}", 2D) = "white" {}
		[Helpbox(1)] [HideInInspector] _BRDFSpecularMapToolTip ("RGB = Color, A = Mask", Float) = 0
		[Vector2] [HideInInspector] _BRDFSpecularMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _BRDFSpecularMapUV ("UV", Float) = 0
		_BRDFMetallicMap ("Metallic Tint/Mask--{reference_properties:[_BRDFMetallicMapPan, _BRDFMetallicMapUV, _BRDFMetallicMapToolTip]}", 2D) = "white" {}
		[Helpbox(1)] [HideInInspector] _BRDFMetallicMapToolTip ("RGB = Color, A = Mask", Float) = 0
		[Vector2] [HideInInspector] _BRDFMetallicMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _BRDFMetallicMapUV ("UV", Float) = 0
		_BRDFMetallic ("Metallic", Range(0, 1)) = 0
		_BRDFGlossiness ("Glossiness", Range(0, 1)) = 0
		_BRDFReflectance ("Reflectance", Range(0, 1)) = 0.5
		_BRDFAnisotropy ("Anisotropy", Range(-1, 1)) = 0
		[ToggleUI] _BRDFReflectionsEnabled ("Enable Reflections", Float) = 1
		[ToggleUI] _BRDFSpecularEnabled ("Enable Specular", Float) = 1
		_BRDFFallback ("Fallback Reflection", Cube) = "" {}
		[ToggleUI] _BRDFForceFallback ("Force Fallback Reflection", Range(0, 1)) = 0
		[HideInInspector] m_end_brdf ("Baked Lighting", Float) = 0
		[HideInInspector] m_start_Metallic ("Metallicsa", Float) = 0
		[ThryToggle(_METALLICGLOSSMAP)] _EnableMetallic ("Enable Metallics", Float) = 0
		_CubeMap ("Baked CubeMap", Cube) = "" {}
		[ToggleUI] _SampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0
		_MetalReflectionTint ("Reflection Tint", Vector) = (1,1,1,1)
		_MetallicTintMap ("Tint Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _MetallicTintMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MetallicTintMapUV ("UV", Float) = 0
		_MetallicMask ("Metallic Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _MetallicMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MetallicMaskUV ("UV", Float) = 0
		_Metallic ("Metallic", Range(0, 1)) = 0
		_SmoothnessMask ("Smoothness Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _SmoothnessMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SmoothnessMaskUV ("UV", Float) = 0
		[ToggleUI] _InvertSmoothness ("Invert Smoothness Map", Range(0, 1)) = 0
		_Smoothness ("Smoothness", Range(0, 1)) = 0
		[HideInInspector] m_end_Metallic ("Metallics", Float) = 0
		[HideInInspector] m_start_clearCoat ("Clear Coat", Float) = 0
		[ThryToggle(_COLORCOLOR_ON)] _EnableClearCoat ("Enable Clear Coat", Float) = 0
		_ClearcoatMap ("Clear Coat Map--{reference_properties:[_ClearcoatMapPan, _ClearcoatMapUV, _ClearcoatInvertSmoothness, _ClearcoatHelpBox]}", 2D) = "white" {}
		[Helpbox(1)] [HideInInspector] _ClearcoatHelpBox ("R = Clear Coat Map, G = Specular Mask, B = Reflection Mask, A = Glossiness/Smoothness/Inverse Roughness", Float) = 0
		[Vector2] [HideInInspector] _ClearcoatMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ClearcoatMapUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _ClearcoatInvertSmoothness ("Invert Smoothness", Range(0, 1)) = 0
		_Clearcoat ("Clear Coat", Range(0, 1)) = 1
		_ClearcoatGlossiness ("Smoothness", Range(0, 1)) = 0
		_ClearcoatAnisotropy ("Anisotropy", Range(-1, 1)) = 0
		[ToggleUI] _ClearcoatEnableReflections ("Enable Reflections", Range(0, 1)) = 1
		[ToggleUI] _ClearcoatEnableSpecular ("Enable Specular", Range(0, 1)) = 1
		_ClearcoatFallback ("Fallback CubeMap", Cube) = "" {}
		[ToggleUI] _ClearcoatForceFallback ("Force Fallback Cubemap", Range(0, 1)) = 0
		[HideInInspector] m_end_clearCoat ("Clear Coat", Float) = 0
		[HideInInspector] m_start_matcap ("Matcap / Sphere Textures", Float) = 0
		[ThryToggle(_COLORADDSUBDIFF_ON)] _MatcapEnable ("Enable Matcap", Float) = 0
		_MatcapColor ("Color", Vector) = (1,1,1,1)
		[TextureNoSO] _Matcap ("Matcap", 2D) = "white" {}
		_MatcapBorder ("Border", Range(0, 0.5)) = 0.43
		_MatcapMask ("Mask--{reference_properties:[_MatcapMaskPan, _MatcapMaskUV, _MatcapMaskInvert]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _MatcapMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MatcapMaskUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _MatcapMaskInvert ("Invert", Float) = 0
		_MatcapEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_MatcapIntensity ("Intensity", Range(0, 5)) = 1
		_MatcapLightMask ("Hide in Shadow", Range(0, 1)) = 0
		_MatcapReplace ("Replace With Matcap", Range(0, 1)) = 1
		_MatcapMultiply ("Multiply Matcap", Range(0, 1)) = 0
		_MatcapAdd ("Add Matcap", Range(0, 1)) = 0
		[Enum(Vertex, 0, Pixel, 1)] _MatcapNormal ("Normal to use", Float) = 1
		[HideInInspector] m_start_matcapHueShift ("Hue Shift", Float) = 0
		[ToggleUI] _MatcapHueShiftEnabled ("Enabled", Float) = 0
		_MatcapHueShiftSpeed ("Shift Speed", Float) = 0
		_MatcapHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_end_matcapHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_end_matcap ("Matcap", Float) = 0
		[HideInInspector] m_start_Matcap2 ("Matcap 2", Float) = 0
		[ThryToggle(COLOR_GRADING_HDR_3D)] _Matcap2Enable ("Enable Matcap 2", Float) = 0
		_Matcap2Color ("Color", Vector) = (1,1,1,1)
		[TextureNoSO] _Matcap2 ("Matcap", 2D) = "white" {}
		_Matcap2Border ("Border", Range(0, 0.5)) = 0.43
		_Matcap2Mask ("Mask--{reference_properties:[_Matcap2MaskPan, _Matcap2MaskUV, _Matcap2MaskInvert]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _Matcap2MaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _Matcap2MaskUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _Matcap2MaskInvert ("Invert", Float) = 0
		_Matcap2EmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_Matcap2Intensity ("Intensity", Range(0, 5)) = 1
		_Matcap2LightMask ("Hide in Shadow", Range(0, 1)) = 0
		_Matcap2Replace ("Replace With Matcap", Range(0, 1)) = 0
		_Matcap2Multiply ("Multiply Matcap", Range(0, 1)) = 0
		_Matcap2Add ("Add Matcap", Range(0, 1)) = 0
		[Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal ("Normal to use", Float) = 1
		[HideInInspector] m_start_matcap2HueShift ("Hue Shift", Float) = 0
		[ToggleUI] _Matcap2HueShiftEnabled ("Enabled", Float) = 0
		_Matcap2HueShiftSpeed ("Shift Speed", Float) = 0
		_Matcap2HueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_end_matcap2HueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_end_Matcap2 ("Matcap 2", Float) = 0
		[HideInInspector] m_start_specular ("Specular Reflections", Float) = 0
		[ThryToggle(_SPECGLOSSMAP)] _EnableSpecular ("Enable Specular", Float) = 0
		[Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType ("Specular Type", Float) = 1
		[Enum(vertex, 0, pixel, 1)] _SpecularNormal ("Normal Select", Float) = 1
		_SpecularTint ("Specular Tint", Vector) = (1,1,1,1)
		_SpecularMetallic ("Metallic", Range(0, 1)) = 0
		[Gradient] _SpecularMetallicMap ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMetallicMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMetallicMapUV ("UV", Float) = 0
		_SpecularSmoothness ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType==3}}}", Range(0, 1)) = 1
		[Gradient] _SpecularMap ("Specular Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMapUV ("UV", Float) = 0
		[ToggleUI] _SpecularInvertSmoothness ("Invert Smoothness", Float) = 0
		_SpecularMask ("Specular Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMaskUV ("UV", Float) = 0
		[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom ("Smoothness From", Float) = 1
		[Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Float) = 0
		_AnisoSpec1Alpha ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1
		_AnisoSpec2Alpha ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1
		_Spec1Offset ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(-1, 1)) = 0
		_Spec2Smoothness ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 0
		[ToggleUI] _AnisoUseTangentMap ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Float) = 0
		_AnisoTangentMap ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMapPan, _AnisoTangentMapUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _AnisoTangentMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _AnisoTangentMapUV ("UV", Float) = 0
		_SpecularToonStart ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 1)) = 0.95
		_SpecularToonEnd ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 2)) = 1
		[ToggleUI] _SpecularAnisoJitterMirrored ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Float) = 0
		[Curve] _SpecularAnisoJitterMicro ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicroPan, _SpecularAnisoJitterMicroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMicroMultiplier ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMicroPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMicroUV ("UV", Float) = 0
		[Curve] _SpecularAnisoJitterMacro ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacroPan, _SpecularAnisoJitterMacroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMacroMultiplier ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMacroPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMacroUV ("UV", Float) = 0
		[MultiSlider] _SpecularToonInnerOuter ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==2}}", Vector) = (0.25,0.3,0,1)
		[HideInInspector] m_end_specular ("Specular Reflections", Float) = 0
		[HideInInspector] m_start_specular1 ("Specular Reflections 2", Float) = 0
		[ThryToggle(DITHERING)] _EnableSpecular1 ("Enable Specular", Float) = 0
		[Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType1 ("Specular Type", Float) = 1
		[Enum(vertex, 0, pixel, 1)] _SpecularNormal1 ("Normal Select", Float) = 1
		_SpecularTint1 ("Specular Tint", Vector) = (1,1,1,1)
		_SpecularMetallic1 ("Metallic", Range(0, 1)) = 0
		[Gradient] _SpecularMetallicMap1 ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMetallicMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMetallicMap1UV ("UV", Float) = 0
		_SpecularSmoothness1 ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==3}}}", Range(-2, 1)) = 0.75
		_SpecularMap1 ("Specular Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMap1UV ("UV", Float) = 0
		[ToggleUI] _SpecularInvertSmoothness1 ("Invert Smoothness", Float) = 0
		_SpecularMask1 ("Specular Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _SpecularMask1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularMask1UV ("UV", Float) = 0
		[Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom1 ("Smoothness From", Float) = 1
		[Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent1 ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Float) = 0
		_AnisoSpec1Alpha1 ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1
		_AnisoSpec2Alpha1 ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1
		_Spec1Offset1 ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(-1, 1)) = 0
		_Spec2Smoothness1 ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 0
		[ToggleUI] _AnisoUseTangentMap1 ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Float) = 0
		_AnisoTangentMap1 ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMap1Pan, _AnisoTangentMap1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "bump" {}
		[Vector2] [HideInInspector] _AnisoTangentMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _AnisoTangentMap1UV ("UV", Float) = 0
		_SpecularToonStart1 ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 1)) = 0.95
		_SpecularToonEnd1 ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 2)) = 1
		[ToggleUI] _SpecularAnisoJitterMirrored1 ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Float) = 0
		[Curve] _SpecularAnisoJitterMicro1 ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicro1Pan, _SpecularAnisoJitterMicro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMicroMultiplier1 ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMicro1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMicro1UV ("UV", Float) = 0
		[Curve] _SpecularAnisoJitterMacro1 ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacro1Pan, _SpecularAnisoJitterMacro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" {}
		_SpecularAnisoJitterMacroMultiplier1 ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0
		[Vector2] [HideInInspector] _SpecularAnisoJitterMacro1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _SpecularAnisoJitterMacro1UV ("UV", Float) = 0
		[MultiSlider] _SpecularToonInnerOuter1 ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==2}}", Vector) = (0.25,0.3,0,1)
		[HideInInspector] m_end_specular1 ("Specular Reflections", Float) = 0
		[HideInInspector] m_Special_Effects ("Special Effects", Float) = 0
		[HideInInspector] m_start_emissionOptions ("Emission / Glow", Float) = 0
		[ThryToggle(_EMISSION)] _EnableEmission ("Enable Emission", Float) = 0
		[ToggleUI] _EmissionReplace ("Replace Base Color", Float) = 0
		[HDR] _EmissionColor ("Emission Color", Vector) = (1,1,1,1)
		[Gradient] _EmissionMap ("Emission Map", 2D) = "white" {}
		[ToggleUI] _EmissionBaseColorAsMap ("Base Color as Map?", Float) = 0
		[Vector2] [HideInInspector] _EmissionMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMapUV ("UV", Float) = 0
		_EmissionMask ("Emission Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _EmissionMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMaskUV ("UV", Float) = 0
		_EmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[ToggleUI] _EmissionHueShiftEnabled ("Enable Hue Shift", Float) = 0
		_EmissionHueShift ("Hue Shift", Range(0, 1)) = 0
		_EmissionHueShiftSpeed ("Hue Shift Speed", Float) = 0
		[HideInInspector] m_start_CenterOutEmission ("Center Out Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionCenterOutEnabled ("Enable Center Out", Float) = 0
		_EmissionCenterOutSpeed ("Flow Speed", Float) = 5
		[HideInInspector] m_end_CenterOutEmission ("inward out emission", Float) = 0
		[HideInInspector] m_start_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[ToggleUI] [HideInInspector] _EnableGITDEmission ("Enable Glow In The Dark", Float) = 0
		[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh ("Lighting Type", Float) = 0
		_GITDEMinEmissionMultiplier ("Min Emission Multiplier", Range(0, 1)) = 1
		_GITDEMaxEmissionMultiplier ("Max Emission Multiplier", Range(0, 1)) = 0
		_GITDEMinLight ("Min Lighting", Range(0, 1)) = 0
		_GITDEMaxLight ("Max Lighting", Range(0, 1)) = 1
		[HideInInspector] m_end_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[HideInInspector] m_start_blinkingEmissionOptions ("Blinking Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionBlinkingEnabled ("Enable Blinking", Float) = 0
		_EmissiveBlink_Min ("Emissive Blink Min", Float) = 0
		_EmissiveBlink_Max ("Emissive Blink Max", Float) = 1
		_EmissiveBlink_Velocity ("Emissive Blink Velocity", Float) = 4
		_EmissionBlinkingOffset ("Offset", Float) = 0
		[HideInInspector] m_end_blinkingEmissionOptions ("Blinking Emission", Float) = 0
		[HideInInspector] m_start_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
		[ToggleUI] [HideInInspector] _ScrollingEmission ("Enable Scrolling Emission", Float) = 0
		[ToggleUI] _EmissionScrollingUseCurve ("Use Curve", Float) = 0
		[Curve] _EmissionScrollingCurve ("Curve", 2D) = "white" {}
		[ToggleUI] _EmissionScrollingVertexColor ("VColor as position", Float) = 0
		_EmissiveScroll_Direction ("Direction", Vector) = (0,-10,0,0)
		_EmissiveScroll_Width ("Width", Float) = 10
		_EmissiveScroll_Velocity ("Velocity", Float) = 10
		_EmissiveScroll_Interval ("Interval", Float) = 20
		_EmissionScrollingOffset ("Offset", Float) = 0
		[HideInInspector] m_end_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
		[HideInInspector] m_start_EmissionAudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[ToggleUI] _EnableEmissionStrengthAudioLink ("multiply Emission Strength", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionStrengthBand ("Emission Strength Band", Float) = 0
		[ToggleUI] _EnableEmissionCenterOutAudioLink ("Center Out multipy", Float) = 0
		_EmissionCenterOutAudioLinkWidth ("C Out Mul Duration", Range(0, 1)) = 1
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionCenterOutBand ("Center Out M Band", Float) = 0
		[Vector2] _EmissionCenterOutAddAudioLink ("Center Out Add", Vector) = (0,0,0,0)
		_EmissionCenterOutAddAudioLinkwidth ("C Out Add Duration", Range(0, 1)) = 1
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionCenterOutAddBand ("Center Out A Band", Float) = 0
		[Vector2] _AudioLinkAddEmission ("Emission Strength Add", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkAddEmissionBand ("Emission Add Band", Float) = 0
		[HideInInspector] m_end_EmissionAudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_emissionOptions ("Emission / Glow", Float) = 0
		[HideInInspector] m_start_emission1Options ("Emission / Glow 2 (Requires Emission 1 Enabled)", Float) = 0
		[ThryToggle(EFFECT_HUE_VARIATION)] _EnableEmission1 ("Enable Emission 2", Float) = 0
		[HDR] _EmissionColor1 ("Emission Color", Vector) = (1,1,1,1)
		[Gradient] _EmissionMap1 ("Emission Map", 2D) = "white" {}
		[ToggleUI] _EmissionBaseColorAsMap1 ("Base Color as Map?", Float) = 0
		[Vector2] [HideInInspector] _EmissionMap1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMap1UV ("UV", Float) = 0
		_EmissionMask1 ("Emission Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _EmissionMask1Pan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _EmissionMask1UV ("UV", Float) = 0
		_EmissionStrength1 ("Emission Strength", Range(0, 20)) = 0
		[ToggleUI] _EmissionHueShiftEnabled1 ("Enable Hue Shift", Float) = 0
		_EmissionHueShift1 ("Hue Shift", Range(0, 1)) = 0
		_EmissionHueShiftSpeed1 ("Hue Shift Speed", Float) = 0
		[HideInInspector] m_start_CenterOutEmission1 ("Center Out Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionCenterOutEnabled1 ("Enable Center Out", Float) = 0
		_EmissionCenterOutSpeed1 ("Flow Speed", Float) = 5
		[HideInInspector] m_end_CenterOutEmission1 ("inward out emission", Float) = 0
		[HideInInspector] m_start_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[ToggleUI] [HideInInspector] _EnableGITDEmission1 ("Enable Glow In The Dark", Float) = 0
		[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh1 ("Lighting Type", Float) = 0
		_GITDEMinEmissionMultiplier1 ("Min Emission Multiplier", Range(0, 1)) = 1
		_GITDEMaxEmissionMultiplier1 ("Max Emission Multiplier", Range(0, 1)) = 0
		_GITDEMinLight1 ("Min Lighting", Range(0, 1)) = 0
		_GITDEMaxLight1 ("Max Lighting", Range(0, 1)) = 1
		[HideInInspector] m_end_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
		[HideInInspector] m_start_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0
		[ToggleUI] [HideInInspector] _EmissionBlinkingEnabled1 ("Enable Blinking", Float) = 0
		_EmissiveBlink_Min1 ("Emissive Blink Min", Float) = 0
		_EmissiveBlink_Max1 ("Emissive Blink Max", Float) = 1
		_EmissiveBlink_Velocity1 ("Emissive Blink Velocity", Float) = 4
		_EmissionBlinkingOffset1 ("Offset", Float) = 0
		[HideInInspector] m_end_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0
		[HideInInspector] m_start_scrollingEmissionOptions1 ("Scrolling Emission", Float) = 0
		[ToggleUI] [HideInInspector] _ScrollingEmission1 ("Enable Scrolling Emission", Float) = 0
		[ToggleUI] _EmissionScrollingUseCurve1 ("Use Curve", Float) = 0
		[Curve] _EmissionScrollingCurve1 ("Curve", 2D) = "white" {}
		[ToggleUI] _EmissionScrollingVertexColor1 ("VColor as position", Float) = 0
		_EmissiveScroll_Direction1 ("Direction", Vector) = (0,-10,0,0)
		_EmissiveScroll_Width1 ("Width", Float) = 10
		_EmissiveScroll_Velocity1 ("Velocity", Float) = 10
		_EmissiveScroll_Interval1 ("Interval", Float) = 20
		_EmissionScrollingOffset1 ("Offset", Float) = 0
		[HideInInspector] m_end_scrollingEmission1Options ("Scrolling Emission", Float) = 0
		[HideInInspector] m_start_Emission1AudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[ToggleUI] _EnableEmission1StrengthAudioLink ("Emission Strength", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1StrengthBand ("Emission Strength Band", Float) = 0
		[ToggleUI] _EnableEmission1CenterOutAudioLink ("Center Out multipy", Float) = 0
		_Emission1CenterOutAudioLinkWidth ("C Out Mul Duration", Range(0, 1)) = 1
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1CenterOutBand ("Center Out Band", Float) = 0
		[Vector2] _EmissionCenterOutAddAudioLink1 ("Center Out Add", Vector) = (0,0,0,0)
		_Emission1CenterOutAddAudioLinkwidth ("C Out Add Duration", Range(0, 1)) = 1
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1CenterOutAddBand ("Center Out A Band", Float) = 0
		[Vector2] _AudioLinkAddEmission1 ("Emission Strength Add", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkAddEmission1Band ("Emission Add Band", Float) = 0
		[HideInInspector] m_end_Emission1AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_emission1Options ("Emission / Glow 2", Float) = 0
		[HideInInspector] m_start_flipBook ("Flipbook", Float) = 0
		[ThryToggle(_SUNDISK_HIGH_QUALITY)] _EnableFlipbook ("Enable Flipbook", Float) = 0
		[ToggleUI] _FlipbookAlphaControlsFinalAlpha ("Flipbook Controls Alpha?", Float) = 0
		[ToggleUI] _FlipbookIntensityControlsAlpha ("Intensity Controls Alpha?", Float) = 0
		[ToggleUI] _FlipbookColorReplaces ("Color Replaces Flipbook", Float) = 0
		[TextureArray] _FlipbookTexArray ("Texture Array", 2DArray) = "" {}
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _FlipbookTexArrayUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _FlipbookTexArrayPan ("Panning", Vector) = (0,0,0,0)
		_FlipbookMask ("Mask", 2D) = "white" {}
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _FlipbookMaskUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _FlipbookMaskPan ("Panning", Vector) = (0,0,0,0)
		_FlipbookColor ("Color & alpha", Vector) = (1,1,1,1)
		_FlipbookTotalFrames ("Total Frames", Float) = 1
		_FlipbookFPS ("FPS", Float) = 30
		_FlipbookScaleOffset ("Scale | Offset", Vector) = (1,1,0,0)
		[ToggleUI] _FlipbookTiled ("Tiled?", Float) = 0
		_FlipbookEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_FlipbookRotation ("Rotation", Range(0, 360)) = 0
		_FlipbookRotationSpeed ("Rotation Speed", Float) = 0
		_FlipbookReplace ("Replace", Range(0, 1)) = 1
		_FlipbookMultiply ("Multiply", Range(0, 1)) = 0
		_FlipbookAdd ("Add", Range(0, 1)) = 0
		[HideInInspector] m_start_FlipbookAudioLink ("Audio Link ♫--{is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookScaleBand ("Scale Band", Float) = 0
		_AudioLinkFlipbookScale ("Scale Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookAlphaBand ("Alpha Band", Float) = 0
		[Vector2] _AudioLinkFlipbookAlpha ("Alpha Mod", Vector) = (1,1,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookEmissionBand ("Emission Band", Float) = 0
		[Vector2] _AudioLinkFlipbookEmission ("Emission Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookFrameBand ("Frame Band", Float) = 0
		[Vector2] _AudioLinkFlipbookFrame ("Frame control", Vector) = (0,0,0,0)
		[HideInInspector] m_end_FlipbookAudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_start_manualFlipbookControl ("Manual Control", Float) = 0
		_FlipbookCurrentFrame ("Current Frame", Float) = -1
		[HideInInspector] m_end_manualFlipbookControl ("Manual Control", Float) = 0
		[HideInInspector] m_start_crossfade ("Crossfade", Float) = 0
		[ToggleUI] _FlipbookCrossfadeEnabled ("Enable Crossfade?", Float) = 0
		[MultiSlider] _FlipbookCrossfadeRange ("Fade Range", Vector) = (0.75,1,0,1)
		[HideInInspector] m_end_crossfade ("Crossfade", Float) = 0
		[HideInInspector] m_start_flipbookHueShift ("Hue Shift", Float) = 0
		[ToggleUI] _FlipbookHueShiftEnabled ("Enabled", Float) = 0
		_FlipbookHueShiftSpeed ("Shift Speed", Float) = 0
		_FlipbookHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_end_flipbookHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_end_flipBook ("Flipbook", Float) = 0
		[HideInInspector] m_start_dissolve ("Dissolve", Float) = 0
		[ThryToggle(DISTORT)] _EnableDissolve ("Enable Dissolve", Float) = 0
		[Enum(Basic, 1, Point2Point, 2)] _DissolveType ("Dissolve Type", Float) = 1
		_DissolveEdgeWidth ("Edge Width", Range(0, 0.5)) = 0.025
		_DissolveEdgeHardness ("Edge Hardness", Range(0, 1)) = 0.5
		_DissolveEdgeColor ("Edge Color", Vector) = (1,1,1,1)
		[Gradient] _DissolveEdgeGradient ("Edge Gradient", 2D) = "white" {}
		_DissolveEdgeEmission ("Edge Emission", Range(0, 20)) = 0
		_DissolveTextureColor ("Dissolved Color", Vector) = (1,1,1,1)
		_DissolveToTexture ("Dissolved Texture", 2D) = "white" {}
		[Vector2] [HideInInspector] _DissolveToTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveToTextureUV ("UV", Float) = 0
		_DissolveToEmissionStrength ("Dissolved Emission Strength", Range(0, 20)) = 0
		_DissolveNoiseTexture ("Dissolve Gradient", 2D) = "white" {}
		[Vector2] [HideInInspector] _DissolveNoiseTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveNoiseTextureUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _DissolveInvertNoise ("Invert?", Float) = 0
		_DissolveDetailNoise ("Dissolve Noise", 2D) = "black" {}
		[Vector2] [HideInInspector] _DissolveDetailNoisePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveDetailNoiseUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _DissolveInvertDetailNoise ("Invert?", Float) = 0
		_DissolveDetailStrength ("Dissolve Detail Strength", Range(0, 1)) = 0.1
		_DissolveAlpha ("Dissolve Alpha", Range(0, 1)) = 0
		_DissolveMask ("Dissolve Mask", 2D) = "white" {}
		[ToggleUI] _DissolveUseVertexColors ("VertexColor.g Mask", Float) = 0
		[Vector2] [HideInInspector] _DissolveMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _DissolveMaskUV ("UV", Float) = 0
		[ToggleUI] [HideInInspector] _DissolveMaskInvert ("Invert?", Float) = 0
		_ContinuousDissolve ("Continuous Dissolve Speed", Float) = 0
		[HideInInspector] m_start_dissolveMasking ("Effect Masking", Float) = 0
		[Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmissionSide ("Emission 1", Float) = 2
		[Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmission1Side ("Emission 2", Float) = 2
		[HideInInspector] m_end_dissolveMasking ("Effect Masking", Float) = 0
		[HideInInspector] m_start_pointToPoint ("point to point", Float) = 0
		[Enum(Local, 0, World, 1, Vertex Colors, 2)] _DissolveP2PWorldLocal ("World/Local", Float) = 0
		_DissolveP2PEdgeLength ("Edge Length", Float) = 0.1
		[Vector3] _DissolveStartPoint ("Start Point", Vector) = (0,-1,0,0)
		[Vector3] _DissolveEndPoint ("End Point", Vector) = (0,1,0,0)
		[HideInInspector] m_end_pointToPoint ("Point To Point", Float) = 0
		[HideInInspector] m_start_dissolveHueShift ("Hue Shift", Float) = 0
		[ToggleUI] _DissolveHueShiftEnabled ("Dissolved Enabled", Float) = 0
		_DissolveHueShiftSpeed ("Dissolved Speed", Float) = 0
		_DissolveHueShift ("Dissolved Shift", Range(0, 1)) = 0
		[ToggleUI] _DissolveEdgeHueShiftEnabled ("Edge Enabled", Float) = 0
		_DissolveEdgeHueShiftSpeed ("Edge Speed", Float) = 0
		_DissolveEdgeHueShift ("Edge Shift", Range(0, 1)) = 0
		[HideInInspector] m_end_dissolveHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_start_BonusSliders ("Locked In Anim Sliders", Float) = 0
		_DissolveAlpha0 ("Dissolve Alpha 0", Range(-1, 1)) = 0
		_DissolveAlpha1 ("Dissolve Alpha 1", Range(-1, 1)) = 0
		_DissolveAlpha2 ("Dissolve Alpha 2", Range(-1, 1)) = 0
		_DissolveAlpha3 ("Dissolve Alpha 3", Range(-1, 1)) = 0
		_DissolveAlpha4 ("Dissolve Alpha 4", Range(-1, 1)) = 0
		_DissolveAlpha5 ("Dissolve Alpha 5", Range(-1, 1)) = 0
		_DissolveAlpha6 ("Dissolve Alpha 6", Range(-1, 1)) = 0
		_DissolveAlpha7 ("Dissolve Alpha 7", Range(-1, 1)) = 0
		_DissolveAlpha8 ("Dissolve Alpha 8", Range(-1, 1)) = 0
		_DissolveAlpha9 ("Dissolve Alpha 9", Range(-1, 1)) = 0
		[HideInInspector] m_end_BonusSliders ("Locked In Sliders", Float) = 0
		[HideInInspector] m_start_dissolveAudioLink ("Audio Link ♫--{reference_property:_EnableDissolveAudioLink,is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[ToggleUI] [HideInInspector] _EnableDissolveAudioLink ("Enabled?", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveAlphaBand ("Dissolve Alpha Band", Float) = 0
		[Vector2] _AudioLinkDissolveAlpha ("Dissolve Alpha Mod", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveDetailBand ("Dissolve Detail Band", Float) = 0
		[Vector2] _AudioLinkDissolveDetail ("Dissolve Detail Mod", Vector) = (0,0,0,0)
		[HideInInspector] m_end_dissolveAudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_dissolve ("Dissolve", Float) = 0
		[HideInInspector] m_start_panosphereOptions ("Panosphere / Cubemaps", Float) = 0
		[ThryToggle(_DETAIL_MULX2)] _PanoToggle ("Enable Panosphere", Float) = 0
		[ToggleUI] _PanoInfiniteStereoToggle ("Infinite Stereo", Float) = 0
		_PanosphereColor ("Color", Vector) = (1,1,1,1)
		_PanosphereTexture ("Texture", 2D) = "white" {}
		_PanoMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _PanoMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _PanoMaskUV ("UV", Float) = 0
		_PanoEmission ("Emission Strength", Range(0, 10)) = 0
		_PanoBlend ("Alpha", Range(0, 1)) = 0
		[Vector3] _PanospherePan ("Pan Speed", Vector) = (0,0,0,0)
		[ToggleUI] _PanoCubeMapToggle ("Use Cubemap", Float) = 0
		[TextureNoSO] _PanoCubeMap ("CubeMap", Cube) = "" {}
		[HideInInspector] m_end_panosphereOptions ("Panosphere / Cubemaps", Float) = 0
		[HideInInspector] m_start_glitter ("Glitter / Sparkle", Float) = 0
		[ThryToggle(_SUNDISK_SIMPLE)] _GlitterEnable ("Enable Glitter?", Float) = 0
		[Enum(Angle, 0, Linear Emission, 1)] _GlitterMode ("Mode", Float) = 0
		[Enum(Circle, 0, Square, 1)] _GlitterShape ("Shape", Float) = 0
		[Enum(Add, 0, Replace, 1)] _GlitterBlendType ("Blend Mode", Float) = 0
		[HDR] _GlitterColor ("Color", Vector) = (1,1,1,1)
		_GlitterUseSurfaceColor ("Use Surface Color", Range(0, 1)) = 0
		_GlitterColorMap ("Glitter Color Map", 2D) = "white" {}
		[Vector2] [HideInInspector] _GlitterColorMapPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _GlitterColorMapUV ("UV", Float) = 0
		[Vector2] [HideInInspector] _GlitterPan ("Panning", Vector) = (0,0,0,0)
		_GlitterMask ("Glitter Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _GlitterMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _GlitterMaskUV ("UV", Float) = 0
		_GlitterTexture ("Glitter Texture--{reference_properties:[_GlitterTexturePan]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _GlitterTexturePan ("Panning", Vector) = (0,0,0,0)
		[Vector2] _GlitterUVPanning ("Panning Speed", Vector) = (0,0,0,0)
		_GlitterTextureRotation ("Rotation Speed", Float) = 0
		_GlitterFrequency ("Glitter Density", Float) = 300
		_GlitterJitter ("Glitter Jitter", Range(0, 1)) = 1
		_GlitterSpeed ("Glitter Speed", Float) = 10
		_GlitterSize ("Glitter Size", Range(0, 1)) = 0.3
		_GlitterContrast ("Glitter Contrast--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(1, 1000)) = 300
		_GlitterAngleRange ("Glitter Angle Range--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 90)) = 90
		_GlitterMinBrightness ("Glitter Min Brightness", Range(0, 1)) = 0
		_GlitterBrightness ("Glitter Max Brightness", Range(0, 40)) = 3
		_GlitterBias ("Glitter Bias--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 1)) = 0.8
		_GlitterHideInShadow ("Hide in shadow", Range(0, 1)) = 0
		_GlitterCenterSize ("dim light--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_GlitterMode==1},condition2:{type:PROPERTY_BOOL,data:_GlitterShape==1}}}", Range(0, 1)) = 0.08
		_glitterFrequencyLinearEmissive ("Frequency--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==1}}", Range(0, 100)) = 20
		_GlitterJaggyFix ("Jaggy Fix--{condition_show:{type:PROPERTY_BOOL,data:_GlitterShape==1}}", Range(0, 0.1)) = 0
		[HideInInspector] m_start_glitterHueShift ("Hue Shift", Float) = 0
		[ToggleUI] _GlitterHueShiftEnabled ("Enabled", Float) = 0
		_GlitterHueShiftSpeed ("Shift Speed", Float) = 0
		_GlitterHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] m_end_glitterHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_start_glitterRandom ("Random Things", Float) = 0
		[ToggleUI] _GlitterRandomColors ("Random Colors", Float) = 0
		[MultiSlider] _GlitterMinMaxSaturation ("Saturation Range", Vector) = (0.8,1,0,1)
		[MultiSlider] _GlitterMinMaxBrightness ("Brightness Range", Vector) = (0.8,1,0,1)
		[ToggleUI] _GlitterRandomSize ("Random Size?", Float) = 0
		[MultiSlider] _GlitterMinMaxSize ("Size Range", Vector) = (0.1,0.5,0,1)
		[ToggleUI] _GlitterRandomRotation ("Random Tex Rotation", Float) = 0
		[HideInInspector] m_end_glitterRandom ("Random Colors", Float) = 0
		[HideInInspector] m_end_glitter ("Glitter / Sparkle", Float) = 0
		[HideInInspector] m_start_Text ("MSDF Text Overlay", Float) = 0
		_TextGlyphs ("Font Array", 2D) = "black" {}
		_TextPixelRange ("Pixel Range", Float) = 4
		[ThryToggle(EFFECT_BUMP)] _TextEnabled ("Text?", Float) = 0
		[HideInInspector] m_start_TextFPS ("FPS", Float) = 0
		[ToggleUI] _TextFPSEnabled ("FPS Text?", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _TextFPSUV ("FPS UV", Float) = 0
		_TextFPSColor ("Color", Vector) = (1,1,1,1)
		_TextFPSEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[Vector2] _TextFPSOffset ("Offset", Vector) = (0,0,0,0)
		_TextFPSRotation ("Rotation", Range(0, 360)) = 0
		[Vector2] _TextFPSScale ("Scale", Vector) = (1,1,1,1)
		_TextFPSPadding ("Padding Reduction", Vector) = (0,0,0,0)
		[HideInInspector] m_end_TextFPS ("FPS", Float) = 0
		[HideInInspector] m_start_TextPosition ("Position", Float) = 0
		[ToggleUI] _TextPositionEnabled ("Position Text?", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _TextPositionUV ("Position UV", Float) = 0
		_TextPositionColor ("Color", Vector) = (1,0,1,1)
		_TextPositionEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[Vector2] _TextPositionOffset ("Offset", Vector) = (0,0,0,0)
		_TextPositionRotation ("Rotation", Range(0, 360)) = 0
		[Vector2] _TextPositionScale ("Scale", Vector) = (1,1,1,1)
		_TextPositionPadding ("Padding Reduction", Vector) = (0,0,0,0)
		[HideInInspector] m_end_TextPosition ("Position", Float) = 0
		[HideInInspector] m_start_TextInstanceTime ("Instance Time", Float) = 0
		[ToggleUI] _TextTimeEnabled ("Time Text?", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] _TextTimeUV ("Time UV", Float) = 0
		_TextTimeColor ("Color", Vector) = (1,0,1,1)
		_TextTimeEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[Vector2] _TextTimeOffset ("Offset", Vector) = (0,0,0,0)
		_TextTimeRotation ("Rotation", Range(0, 360)) = 0
		[Vector2] _TextTimeScale ("Scale", Vector) = (1,1,1,1)
		_TextTimePadding ("Padding Reduction", Vector) = (0,0,0,0)
		[HideInInspector] m_end_TextInstanceTime ("Instance Time", Float) = 0
		[HideInInspector] m_end_Text ("MSDF Text Overlay", Float) = 0
		[HideInInspector] m_start_mirrorOptions ("Mirror", Float) = 0
		[ThryToggle(_REQUIRE_UV2)] _EnableMirrorOptions ("Enable Mirror Options", Float) = 0
		[Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror ("Show in mirror", Float) = 0
		[ToggleUI] _EnableMirrorTexture ("Enable Mirror Texture", Float) = 0
		_MirrorTexture ("Mirror Tex", 2D) = "white" {}
		[Vector2] [HideInInspector] _MirrorTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MirrorTextureUV ("UV", Float) = 0
		[HideInInspector] m_end_mirrorOptions ("Mirror", Float) = 0
		[HideInInspector] m_start_distanceFade ("Distance Fade--{is_hideable:true}", Float) = 0
		_MainFadeTexture ("Fade Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _MainFadeTexturePan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _MainFadeTextureUV ("UV", Float) = 0
		[Enum(Object Position, 0, Pixel Position, 1)] _MainFadeType ("Pos To Use", Float) = 1
		_MainMinAlpha ("Minimum Alpha", Range(0, 1)) = 0
		_MainMaxAlpha ("Maximum Alpha", Range(0, 1)) = 1
		_MainDistanceFadeMin ("Distance Min", Float) = 0
		_MainDistanceFadeMax ("Distance Max", Float) = 0
		[HideInInspector] m_end_distanceFade ("Distance Fade", Float) = 0
		[HideInInspector] m_start_angularFade ("Angular Fade", Float) = 0
		[ThryToggle(_SUNDISK_NONE)] _EnableRandom ("Enable Angular Fade", Float) = 0
		[Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType ("Angle Type", Float) = 0
		[Enum(Model, 0, Vertex, 1)] _AngleCompareTo ("Model or Vert Positon", Float) = 0
		[Vector3] _AngleForwardDirection ("Forward Direction", Vector) = (0,0,1,0)
		_CameraAngleMin ("Camera Angle Min", Range(0, 180)) = 45
		_CameraAngleMax ("Camera Angle Max", Range(0, 180)) = 90
		_ModelAngleMin ("Model Angle Min", Range(0, 180)) = 45
		_ModelAngleMax ("Model Angle Max", Range(0, 180)) = 90
		_AngleMinAlpha ("Min Alpha", Range(0, 1)) = 0
		[HideInInspector] m_end_angularFade ("Angular Fade", Float) = 0
		[HideInInspector] m_start_distortionFlow ("UV Distortion", Float) = 0
		[ThryToggle(USER_LUT)] _EnableDistortion ("Enabled?", Float) = 0
		_DistortionMask ("Mask--{reference_properties:[_DistortionMaskPan, _DistortionMaskUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _DistortionMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] [HideInInspector] _DistortionMaskUV ("UV", Float) = 0
		_DistortionFlowTexture ("Distortion Texture 1", 2D) = "black" {}
		_DistortionFlowTexture1 ("Distortion Texture 2", 2D) = "black" {}
		_DistortionStrength ("Strength1", Float) = 0.5
		_DistortionStrength1 ("Strength2", Float) = 0.5
		[Vector2] _DistortionSpeed ("Speed1", Vector) = (0.5,0.5,0,0)
		[Vector2] _DistortionSpeed1 ("Speed2", Vector) = (0.5,0.5,0,0)
		[HideInInspector] m_start_DistortionAudioLink ("Audio Link ♫--{reference_property:_EnableDistortionAudioLink,is_hideable:true, condition_showS:_EnableAudioLink==1}", Float) = 0
		[ToggleUI] [HideInInspector] _EnableDistortionAudioLink ("Enabled?", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrengthAudioLinkBand ("Strength 1 Band", Float) = 0
		[Vector2] _DistortionStrengthAudioLink ("Strength 1 Offset Range", Vector) = (0,0,0,0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrength1AudioLinkBand ("Strength 2 Band", Float) = 0
		[Vector2] _DistortionStrength1AudioLink ("Strength 2 Offset Range", Vector) = (0,0,0,0)
		[HideInInspector] m_end_DistortionAudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_distortionFlow ("UV Distortion", Float) = 0
		[HideInInspector] m_start_audioLink ("Audio Link--{reference_property:_EnableAudioLink,is_hideable:true}", Float) = 0
		[ThryToggle(COLOR_GRADING_LOG_VIEW)] [HideInInspector] _EnableAudioLink ("Enabled?", Float) = 0
		[Helpbox(1)] _AudioLinkHelp ("This section houses the global controls for audio link. Controls for individual features are in their respective sections. (Emission, Dissolve, etc...)", Float) = 0
		[ToggleUI] _AudioLinkAnimToggle ("Anim Toggle", Float) = 1
		_AudioLinkDelay ("Delay", Range(0, 1)) = 0
		[ToggleUI] _AudioLinkAveraging ("Enable averaging", Float) = 0
		_AudioLinkAverageRange ("Average Sampling Range", Range(0, 1)) = 0.5
		[HideInInspector] m_start_audioLinkDebug ("Debug--{reference_property:_EnableAudioLinkDebug,is_hideable:true}", Float) = 0
		[ToggleUI] [HideInInspector] _EnableAudioLinkDebug ("Enable?", Float) = 0
		_AudioLinkDebugTreble ("Treble", Range(0, 1)) = 0
		_AudioLinkDebugHighMid ("High Mid", Range(0, 1)) = 0
		_AudioLinkDebugLowMid ("Low Mid", Range(0, 1)) = 0
		_AudioLinkDebugBass ("Bass", Range(0, 1)) = 0
		[ToggleUI] _AudioLinkDebugAnimate ("Debug Animate", Float) = 0
		[ToggleUI] _AudioLinkTextureVisualization ("Visualize Texture", Float) = 0
		[HideInInspector] m_end_audioLinkDebug ("Debug", Float) = 0
		[HideInInspector] m_end_audioLink ("Audio Link", Float) = 0
		[HideInInspector] m_Patreon ("Patreon (Pro Only)--{is_hideable:true}", Float) = 0
		[Helpbox(1)] _PatreonHelpBox ("This section is included to let people know what's included in the pro shader. Nothing here can be used in toon. Feel free to hide this section with the custom UI dropdown at the top of the material.", Float) = 0
		[HideInInspector] m_start_Video ("Video", Float) = 0
		[HideInInspector] m_start_VideoSettings ("Video Texture Settings", Float) = 0
		[HideInInspector] m_end_VideoSettings ("Video Texture Settings", Float) = 0
		[HideInInspector] m_start_VideoDebug ("Video Debug", Float) = 0
		[HideInInspector] m_end_VideoDebug ("Video Debug", Float) = 0
		[HideInInspector] m_start_CRT ("CRT Options", Float) = 0
		[HideInInspector] m_end_CRT ("CRT Options", Float) = 0
		[HideInInspector] m_start_Gameboy ("Gameboy Options", Float) = 0
		[HideInInspector] m_end_Gameboy ("Gameboy Options", Float) = 0
		[HideInInspector] m_end_Video ("Video", Float) = 0
		[HideInInspector] m_start_TouchOptions ("Touch FX", Float) = 0
		[HideInInspector] m_start_Bulge ("Bulge", Float) = 0
		[HideInInspector] m_end_Bulge ("Bulge", Float) = 0
		[HideInInspector] m_start_TouchGlow ("Touch Color", Float) = 0
		[HideInInspector] m_end_TouchGlow ("Touch Color", Float) = 0
		[HideInInspector] m_end_TouchOptions ("Touch FX", Float) = 0
		[HideInInspector] m_start_Hologram ("Hologram Alpha", Float) = 0
		[HideInInspector] m_start_FresnelAlpha ("Fresnel Alpha", Float) = 0
		[HideInInspector] m_end_FresnelAlpha ("Fresnel Alpha", Float) = 0
		[HideInInspector] m_end_Hologram ("Hologram Alpha", Float) = 0
		[HideInInspector] m_start_GrabPass ("GrabPass Transparency", Float) = 0
		[HideInInspector] m_start_Refraction ("Refraction", Float) = 0
		[HideInInspector] m_end_Refraction ("Refraction", Float) = 0
		[HideInInspector] m_start_Blur ("Blur", Float) = 0
		[HideInInspector] m_end_Blur ("Blur", Float) = 0
		[HideInInspector] m_end_GrabPass ("GrabPass Transparency", Float) = 0
		[HideInInspector] m_start_Iridescence ("Iridescence", Float) = 0
		[HideInInspector] m_end_Iridescence ("Iridescence", Float) = 0
		[HideInInspector] m_start_VertexGlitch ("Vertex Glitching", Float) = 0
		[HideInInspector] m_end_VertexGlitch ("Vertex Glitching", Float) = 0
		[HideInInspector] m_start_Spawns ("Spawns", Float) = 0
		[HideInInspector] m_start_ScifiSpawnIn ("Sci Fi", Float) = 0
		[HideInInspector] m_end_SciFiSpawnIn ("Sci Fi", Float) = 0
		[HideInInspector] m_end_Spawns ("Spawns", Float) = 0
		[HideInInspector] m_start_Voronoi ("Voronoi", Float) = 0
		[HideInInspector] m_start_voronoiRandom ("Voronoi Random Cell Color", Float) = 0
		[HideInInspector] m_end_voronoiRandom ("Voronoi Random Cell Color", Float) = 0
		[HideInInspector] m_end_Voronoi ("Vertex Glitching", Float) = 0
		[HideInInspector] m_start_BlackLight ("Black Light Mask", Float) = 0
		[HideInInspector] m_end_BlackLight ("Black Light", Float) = 0
		[HideInInspector] m_outlineOptions ("Outlines", Float) = 0
		[ToggleUI] _commentIfZero_EnableOutlinePass ("Enable Outlines", Float) = 0
		[Enum(Basic, 0, Tint, 1, Rim Light, 2, Directional, 3, DropShadow, 4)] _OutlineMode ("Mode", Float) = 0
		_OutlineTintMix ("Tint Mix--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==1}}", Range(0, 1)) = 0
		_OutlineRimLightBlend ("Rim Light Blend--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==2}}", Range(0, 1)) = 0
		_OutlinePersonaDirection ("directional Offset XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==3}}", Vector) = (1,0,0,0)
		_OutlineDropShadowOffset ("Drop Direction XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==4}}", Vector) = (1,0,0,0)
		[ToggleUI] _OutlineFixedSize ("Fixed Size?", Float) = 0
		_OutlinesMaxDistance ("Fixed Size Max Distance", Float) = 9999
		[Enum(Off, 0, Normals, 1, Mask VC.r, 2)] _OutlineUseVertexColors ("Vertex Color", Float) = 0
		[ToggleUI] _OutlineLit ("Enable Lighting", Float) = 1
		_LineWidth ("Width", Float) = 0
		_LineColor ("Color", Vector) = (1,1,1,1)
		_OutlineEmission ("Outline Emission", Float) = 0
		_OutlineTexture ("Outline Texture--{reference_properties:[_OutlineTexturePan, _OutlineTextureUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _OutlineTexturePan ("Outline Texture Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _OutlineTextureUV ("UV", Float) = 0
		_OutlineMask ("Outline Mask--{reference_properties:[_OutlineMaskPan, _OutlineMaskUV]}", 2D) = "white" {}
		[Vector2] [HideInInspector] _OutlineMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] [HideInInspector] _OutlineMaskUV ("UV", Float) = 0
		_OutlineShadowStrength ("Shadow Strength", Range(0, 1)) = 1
		[Header(Hue Shift)] [ToggleUI] _OutlineHueShift ("Hue Shift?", Float) = 0
		_OutlineHueOffset ("Shift", Range(0, 1)) = 0
		_OutlineHueOffsetSpeed ("Shift Speed", Float) = 0
		[HideInInspector] m_start_outlineAdvanced ("Advanced", Float) = 0
		[Vector2] _OutlineFadeDistance ("Outline distance Fade", Vector) = (0,0,0,0)
		[Enum(UnityEngine.Rendering.CullMode)] _OutlineCull ("Cull", Float) = 1
		_OutlineOffsetFactor ("Offset Factor", Float) = 0
		_OutlineOffsetUnits ("Offset Units", Float) = 0
		[HideInInspector] m_end_outlineAdvanced ("Advanced", Float) = 0
		[HideInInspector] m_ParallaxMap ("Parallax", Float) = 0
		[ThryToggle(_PARALLAXMAP)] _ParallaxMap ("Enable Parallax FX", Float) = 0
		[ToggleUI] _ParallaxHeightMapEnabled ("Enable Parallax Height", Float) = 0
		[ToggleUI] _ParallaxInternalMapEnabled ("Enable Parallax Internal", Float) = 0
		[HideInInspector] m_start_parallaxHeightmap ("Heightmap", Float) = 0
		[Vector2] _ParallaxHeightMapPan ("Pan", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _ParallaxUV ("Parallax UV", Float) = 0
		_ParallaxHeightMap ("Height Map", 2D) = "black" {}
		_ParallaxHeightMapMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _ParallaxHeightMapMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ParallaxHeightMapMaskUV ("UV", Float) = 0
		_ParallaxStrength ("Parallax Strength", Range(0, 1)) = 0
		[HideInInspector] m_end_parallaxHeightmap ("Heightmap", Float) = 0
		[HideInInspector] m_start_parallaxInternal ("Internal", Float) = 0
		[Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode ("Parallax Mode", Float) = 0
		[ToggleUI] _ParallaxInternalHeightFromAlpha ("HeightFromAlpha", Float) = 0
		_ParallaxInternalMap ("Internal Map", 2D) = "black" {}
		_ParallaxInternalMapMask ("Mask", 2D) = "white" {}
		[Vector2] [HideInInspector] _ParallaxInternalMapMaskPan ("Panning", Vector) = (0,0,0,0)
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, DistortedUV1, 4)] [HideInInspector] _ParallaxInternalMapMaskUV ("UV", Float) = 0
		_ParallaxInternalIterations ("Parallax Internal Iterations", Range(1, 50)) = 1
		_ParallaxInternalMinDepth ("Min Depth", Float) = 0
		_ParallaxInternalMaxDepth ("Max Depth", Float) = 1
		_ParallaxInternalMinFade ("Min Depth Brightness", Range(0, 5)) = 0
		_ParallaxInternalMaxFade ("Max Depth Brightness", Range(0, 5)) = 1
		_ParallaxInternalMinColor ("Min Depth Color", Vector) = (1,1,1,1)
		_ParallaxInternalMaxColor ("Max Depth Color", Vector) = (1,1,1,1)
		[Vector2] _ParallaxInternalPanSpeed ("Pan Speed", Vector) = (0,0,0,0)
		[Vector2] _ParallaxInternalPanDepthSpeed ("Per Level Speed Multiplier", Vector) = (0,0,0,0)
		[HideInInspector] m_end_parallaxInternal ("Internal", Float) = 0
		[HideInInspector] m_start_parallaxAdvanced ("Advanced", Float) = 0
		_ParallaxBias ("Parallax Bias (0.42)", Float) = 0.42
		[HideInInspector] m_end_parallaxAdvanced ("Advanced", Float) = 0
		[HideInInspector] m_PostProcessing ("Post Processing", Float) = 0
		[Helpbox(1)] _PPHelp ("This section is designed for you to make adjustments to your final look in game through animations not to permentantly change settings before uploading.", Float) = 0
		_PPLightingMultiplier ("Lighting Mulitplier", Float) = 1
		_PPEmissionMultiplier ("Emission Multiplier", Float) = 1
		[HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0
		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
		[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
		[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 1
		[Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Float) = 15
		_OffsetFactor ("Offset Factor", Float) = 0
		_OffsetUnits ("Offset Units", Float) = 0
		[ToggleUI] _IgnoreFog ("Ignore Fog", Float) = 0
		[HideInInspector] Instancing ("Instancing", Float) = 0
		[HideInInspector] m_start_blending ("Blending", Float) = 0
		[Enum(Thry.BlendOp)] _BlendOp ("RGB Blend Op", Float) = 0
		[Enum(Thry.BlendOp)] _BlendOpAlpha ("Alpha Blend Op", Float) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source Blend", Float) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination Blend", Float) = 0
		[HideInInspector] m_end_blending ("Blending", Float) = 0
		[HideInInspector] m_start_StencilPassOptions ("Stencil", Float) = 0
		[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
		[IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
		[IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8
		[HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0
		[HideInInspector] m_start_OutlineStencil ("Outline Stencil--{is_hideable:true, condition_show:{type:PROPERTY_BOOL,data:_commentIfZero_EnableOutlinePass==1}}", Float) = 0
		[IntRange] _OutlineStencilRef ("Stencil Reference Value", Range(0, 255)) = 0
		[IntRange] _OutlineStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
		[IntRange] _OutlineStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
		[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPassOp ("Stencil Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFailOp ("Stencil Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFailOp ("Stencil ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilCompareFunction ("Stencil Compare Function", Float) = 8
		[HideInInspector] m_end_OutlineStencil ("Outline Stencil", Float) = 0
		[HideInInspector] m_start_debugOptions ("Debug", Float) = 0
		[ThryToggle(_COLOROVERLAY_ON)] [HideInInspector] _DebugEnabled ("Display Debug Info", Float) = 0
		_VertexUnwrap ("Unwrap", Range(0, 1)) = 0
		[Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4, Local 0 Distance, 5)] _DebugMeshData ("Mesh Data", Float) = 0
		[Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData ("Lighting Data", Float) = 0
		[Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData ("Camera Data", Float) = 0
		[HideInInspector] m_end_debugOptions ("Debug", Float) = 0
	}
	SubShader {
		Tags { "QUEUE" = "Geometry+10" "RenderType" = "Opaque" }
		GrabPass {
			"_PoiGrab"
		}
		Pass {
			Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry+10" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
			Blend Zero Zero, Zero Zero
			ColorMask 0 -1
			ZWrite Off
			Cull Off
			Stencil {
				ReadMask 0
				WriteMask 0
				Comp Disabled
				Pass Keep
				Fail Keep
				ZFail Keep
			}
			GpuProgramID 35493
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out float vs_TEXCOORD17;
					layout(location = 6) out vec4 vs_TEXCOORD4;
					layout(location = 7) out vec4 vs_TEXCOORD5;
					layout(location = 8) out vec4 vs_TEXCOORD6;
					layout(location = 9) out vec4 vs_TEXCOORD7;
					layout(location = 10) out vec4 vs_TEXCOORD8;
					layout(location = 11) out vec3 vs_TEXCOORD9;
					layout(location = 12) out vec3 vs_TEXCOORD12;
					layout(location = 13) out vec4 vs_TEXCOORD14;
					layout(location = 14) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    vs_TEXCOORD17 = u_xlat0.z;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlat3.xz = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat11;
					vec3 u_xlat16;
					vec2 u_xlat17;
					vec3 u_xlat19;
					float u_xlat20;
					float u_xlat21;
					float u_xlat27;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					int u_xlati31;
					float u_xlat32;
					float u_xlat33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					float u_xlat36;
					float u_xlat37;
					float u_xlat38;
					void main()
					{
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat10.xyz = (u_xlatb0.x) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat10.xyz + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat1 = unity_SHAr + unity_SHAg;
					    u_xlat1 = u_xlat1 + unity_SHAb;
					    u_xlat30 = dot(u_xlat1, u_xlat1);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1 = vec4(u_xlat30) * u_xlat1;
					    u_xlat2.x = dot(unity_SHAr, u_xlat1);
					    u_xlat2.y = dot(unity_SHAg, u_xlat1);
					    u_xlat2.z = dot(unity_SHAb, u_xlat1);
					    u_xlat5 = u_xlat1.yzzx * u_xlat1.xyzz;
					    u_xlat6.x = dot(unity_SHBr, u_xlat5);
					    u_xlat6.y = dot(unity_SHBg, u_xlat5);
					    u_xlat6.z = dot(unity_SHBb, u_xlat5);
					    u_xlat30 = u_xlat1.y * u_xlat1.y;
					    u_xlat30 = u_xlat1.x * u_xlat1.x + (-u_xlat30);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat30) + u_xlat6.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz + _LightColor0.xyz;
					    u_xlat6.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAg.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + unity_SHAb.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat30) + u_xlat3.xyz;
					    u_xlat30 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat6.xyz);
					    u_xlat31 = clamp(u_xlat31, 0.0, 1.0);
					    u_xlat32 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat7.xyz);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat6.x = unity_SHBr.z;
					    u_xlat6.y = unity_SHBg.z;
					    u_xlat6.z = unity_SHBb.z;
					    u_xlat7.x = unity_SHAr.w;
					    u_xlat7.y = unity_SHAg.w;
					    u_xlat7.z = unity_SHAb.w;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat35 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat34 = dot(u_xlat7.xyz, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat36 = u_xlat35 + u_xlat35;
					    u_xlat36 = u_xlat36 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat35 = u_xlat35 + 1.0;
					    u_xlat35 = u_xlat7.x / u_xlat35;
					    u_xlat7.x = (-u_xlat35) + 1.0;
					    u_xlat17.xy = vec2(u_xlat36) + vec2(1.0, 2.0);
					    u_xlat36 = u_xlat17.y * u_xlat7.x;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat17.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat36 * u_xlat34 + u_xlat35;
					    u_xlat8.x = u_xlat34 * u_xlat6.x;
					    u_xlat7.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat7.xzw);
					    u_xlat38 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat7.xzw = vec3(u_xlat34) * u_xlat7.xzw;
					    u_xlat34 = dot(u_xlat7.xzw, u_xlat1.xyz);
					    u_xlat34 = u_xlat34 * 0.5 + 0.5;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat7.x = u_xlat38 + u_xlat38;
					    u_xlat7.x = u_xlat7.x / u_xlat6.y;
					    u_xlat27 = u_xlat38 / u_xlat6.y;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + 1.0;
					    u_xlat27 = u_xlat37 / u_xlat27;
					    u_xlat37 = (-u_xlat27) + 1.0;
					    u_xlat9.xy = u_xlat7.xx + vec2(1.0, 2.0);
					    u_xlat7.x = u_xlat37 * u_xlat9.y;
					    u_xlat34 = log2(u_xlat34);
					    u_xlat34 = u_xlat34 * u_xlat9.x;
					    u_xlat34 = exp2(u_xlat34);
					    u_xlat34 = u_xlat7.x * u_xlat34 + u_xlat27;
					    u_xlat8.y = u_xlat34 * u_xlat6.y;
					    u_xlat19.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat34 = dot(u_xlat19.xyz, u_xlat19.xyz);
					    u_xlat37 = sqrt(u_xlat34);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat19.xyz = vec3(u_xlat34) * u_xlat19.xyz;
					    u_xlat1.x = dot(u_xlat19.xyz, u_xlat1.xyz);
					    u_xlat1.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = u_xlat37 + u_xlat37;
					    u_xlat11 = u_xlat11 / u_xlat6.z;
					    u_xlat21 = u_xlat37 / u_xlat6.z;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat21 = u_xlat21 + 1.0;
					    u_xlat21 = u_xlat34 / u_xlat21;
					    u_xlat34 = (-u_xlat21) + 1.0;
					    u_xlat19.xy = vec2(u_xlat11) + vec2(1.0, 2.0);
					    u_xlat11 = u_xlat34 * u_xlat19.y;
					    u_xlat1.x = log2(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * u_xlat19.x;
					    u_xlat1.x = exp2(u_xlat1.x);
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat8.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.x = exp2((-u_xlat17.x));
					    u_xlat1.x = u_xlat36 * u_xlat1.x + u_xlat35;
					    u_xlat8.x = u_xlat1.x * u_xlat6.x;
					    u_xlat1.x = exp2((-u_xlat9.x));
					    u_xlat1.x = u_xlat7.x * u_xlat1.x + u_xlat27;
					    u_xlat8.y = u_xlat1.x * u_xlat6.y;
					    u_xlat1.x = exp2((-u_xlat19.x));
					    u_xlat1.x = u_xlat11 * u_xlat1.x + u_xlat21;
					    u_xlat8.z = u_xlat1.x * u_xlat6.z;
					    u_xlat1.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + _LightColor0.xyz;
					    u_xlat34 = dot(u_xlat5.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat35 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat6.x = u_xlat34 + u_xlat35;
					    u_xlat34 = u_xlat34 / u_xlat6.x;
					    u_xlat35 = u_xlat35 / u_xlat6.x;
					    u_xlat6.xyz = u_xlat1.xyz * vec3(u_xlat35);
					    u_xlat6.xyz = u_xlat5.xyz * vec3(u_xlat34) + u_xlat6.xyz;
					    u_xlat34 = dot(u_xlat6.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat5.xyz;
					    u_xlat5.x = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = u_xlat34 / u_xlat5.x;
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat34);
					    u_xlat34 = dot(u_xlat1.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat34 = max(u_xlat34, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat1.xyz / vec3(u_xlat34);
					    u_xlat1.xyz = min(u_xlat1.xyz, u_xlat5.xyz);
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat34 = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat34 = u_xlat34 + u_xlat34;
					    u_xlat3.xyz = u_xlat0.xyz * (-vec3(u_xlat34)) + (-u_xlat3.xyz);
					    u_xlatb34 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb34){
					        u_xlat5.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat34 = texture(_SpawnInNoise, u_xlat5.xy).x;
					        u_xlat34 = u_xlat34 * _SpawnInAlpha;
					        u_xlat5.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat6.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat35 = dot(u_xlat6.xyz, u_xlat5.xyz);
					        u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat5.x = u_xlat35 / u_xlat5.x;
					        u_xlat5.x = (-u_xlat5.x) + 1.0;
					        u_xlat5.x = u_xlat5.x + _SpawnInAlpha;
					        u_xlat5.x = u_xlat5.x + _SpawnInEmissionOffset;
					        u_xlat34 = u_xlat34 * _SpawnInNoiseIntensity + u_xlat5.x;
					        u_xlat34 = u_xlat34 + -1.0;
					        u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					        u_xlat5.xyz = vec3(u_xlat34) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat5.x = float(0.0);
					        u_xlat5.y = float(0.0);
					        u_xlat5.z = float(0.0);
					    }
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat34 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat35 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat6.x = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat16.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat35) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat2.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = vec3(u_xlat33) * u_xlat7.xyz;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat34 = max(u_xlat34, 0.00200000009);
					    u_xlat35 = u_xlat34 * u_xlat34;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat37 = u_xlat34 * u_xlat34 + -1.0;
					    u_xlat37 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat7.w = u_xlat37 * u_xlat37;
					    u_xlat7 = u_xlat7 * vec4(0.830770016, 0.920437396, 1.0, 3.14159012);
					    u_xlat35 = u_xlat35 / u_xlat7.w;
					    u_xlat34 = u_xlat34 * 0.5;
					    u_xlat37 = u_xlat34 * u_xlat34;
					    u_xlat34 = (-u_xlat34) * u_xlat34 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat34 = u_xlat31 * u_xlat34 + u_xlat37;
					    u_xlat34 = float(1.0) / float(u_xlat34);
					    u_xlat34 = u_xlat35 * u_xlat34;
					    u_xlat7.xyz = vec3(u_xlat34) * u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat2.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat34 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat35 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat37 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat34 = clamp(u_xlat34, 0.0, 1.0);
					    u_xlat8.xyz = vec3(u_xlat37) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat8.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = vec3(u_xlat33) * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat33 = u_xlat34 * u_xlat34;
					    u_xlat33 = max(u_xlat33, 0.00200000009);
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat37 = u_xlat33 * u_xlat33 + -1.0;
					    u_xlat30 = u_xlat30 * u_xlat37 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat30 = u_xlat34 / u_xlat30;
					    u_xlat33 = u_xlat33 * 0.5;
					    u_xlat34 = u_xlat33 * u_xlat33;
					    u_xlat33 = (-u_xlat33) * u_xlat33 + 1.0;
					    u_xlat31 = u_xlat31 * u_xlat33 + u_xlat34;
					    u_xlat31 = float(1.0) / float(u_xlat31);
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat8.xyz = vec3(u_xlat30) * u_xlat8.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = min(u_xlat2.xyz, u_xlat8.xyz);
					    u_xlat2.xyz = vec3(u_xlat35) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat7.xyz * u_xlat6.xxx + u_xlat2.xyz;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat30 = texture(_MetallicMask, u_xlat7.xy).x;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat31 = texture(_SmoothnessMask, u_xlat7.xy).x;
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat33 = u_xlat31 * 6.0;
					    u_xlat3.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat33).xyz;
					    u_xlat33 = u_xlat31 * u_xlat31 + 1.0;
					    u_xlat33 = float(1.0) / u_xlat33;
					    u_xlat7.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat7 = texture(_MetallicTintMap, u_xlat7.xy);
					    u_xlat34 = (-u_xlat30) * u_xlat7.w + 1.0;
					    u_xlat3.xyz = u_xlat3.xyz * vec3(u_xlat33);
					    u_xlat33 = -abs(u_xlat32) + 1.0;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat16.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat30 = u_xlat30 + (-u_xlat31);
					    u_xlat30 = u_xlat30 + 1.0;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat8.xyz = (-u_xlat6.xyz) + vec3(u_xlat30);
					    u_xlat6.xyz = vec3(u_xlat33) * u_xlat8.xyz + u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.www * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat34) + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb30 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb30){
					        u_xlatb30 = _RefractionEnabled==1.0;
					        if(u_xlatb30){
					            u_xlat30 = vs_TEXCOORD8.w * 0.5;
					            u_xlat31 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat31) * _ProjectionParams.x + u_xlat30;
					            u_xlat3.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat3.xx;
					            u_xlat30 = _RefractionIndex + -1.0;
					            u_xlati31 = unity_StereoEyeIndex << 2;
					            u_xlat3.xz = u_xlat0.yy * unity_StereoMatrixV[(u_xlati31 + 1) / 4][(u_xlati31 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati31 / 4][u_xlati31 % 4].xy * u_xlat0.xx + u_xlat3.xz;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati31 + 2) / 4][(u_xlati31 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat30);
					            u_xlat20 = float(1.0) / u_xlat3.y;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat20 = (-u_xlat32) + 1.0;
					            u_xlat0.xy = vec2(u_xlat20) * u_xlat0.xy;
					            u_xlat10.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat10.x);
					            u_xlatb10 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb10){
					                u_xlat10.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat10.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat10.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat0.xz * u_xlat10.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat10.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat31 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat10.xyz = u_xlat5.www * u_xlat10.xyz + u_xlat5.xyz;
					            u_xlat10.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat6.yyy * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat10.xyz + u_xlat6.zzz;
					            u_xlat10.xyz = u_xlat6.www * vec3(u_xlat31) + u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat3.xyz * u_xlat10.xyz;
					            u_xlat10.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat10.xyz;
					            u_xlat2.xyz = (-u_xlat10.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat10.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat10.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat10.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.y;
					    u_xlat0.x = exp2((-u_xlat0.x));
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat0.yy * unity_MatrixV[1].xy;
					            u_xlat0.xy = unity_MatrixV[0].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					vec4 ImmCB_0_0_0[4];
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18;
						vec4 _SmoothnessMask_ST;
						vec4 unused_0_20[3];
						vec4 _MetallicTintMap_ST;
						vec4 unused_0_22[4];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_24;
						vec4 _SpecularMap_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_28[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_30;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_32[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_34[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_42;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_46;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_48[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[2];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_2_7[31];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_15[2];
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					UNITY_LOCATION(0) uniform  samplerCube _CubeMap;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SmoothnessMask;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicTintMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  float vs_TEXCOORD17;
					layout(location = 4) in  vec4 vs_TEXCOORD4;
					layout(location = 5) in  vec4 vs_TEXCOORD5;
					layout(location = 6) in  vec4 vs_TEXCOORD6;
					layout(location = 7) in  vec4 vs_TEXCOORD7;
					layout(location = 8) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec4 u_xlat12;
					vec3 u_xlat13;
					vec3 u_xlat14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					float u_xlat25;
					float u_xlat26;
					vec3 u_xlat27;
					vec2 u_xlat29;
					vec3 u_xlat30;
					vec3 u_xlat31;
					float u_xlat34;
					vec2 u_xlat36;
					float u_xlat42;
					float u_xlat43;
					vec2 u_xlat44;
					float u_xlat46;
					float u_xlat51;
					bool u_xlatb51;
					float u_xlat52;
					int u_xlati52;
					float u_xlat53;
					float u_xlat54;
					float u_xlat55;
					float u_xlat57;
					int u_xlati57;
					float u_xlat58;
					float u_xlat59;
					int u_xlati59;
					float u_xlat60;
					bool u_xlatb60;
					float u_xlat61;
					bool u_xlatb61;
					float u_xlat62;
					float u_xlat63;
					float u_xlat64;
					void main()
					{
						ImmCB_0_0_0[0] = vec4(1.0, 0.0, 0.0, 0.0);
						ImmCB_0_0_0[1] = vec4(0.0, 1.0, 0.0, 0.0);
						ImmCB_0_0_0[2] = vec4(0.0, 0.0, 1.0, 0.0);
						ImmCB_0_0_0[3] = vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat0.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat17.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat17.x = inversesqrt(u_xlat17.x);
					    u_xlat17.xyz = u_xlat17.xxx * vs_TEXCOORD2.xyz;
					    u_xlat1.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat1.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat0.x);
					    u_xlat17.xyz = (u_xlatb0.x) ? u_xlat17.xyz : (-u_xlat17.xyz);
					    u_xlat2.xyz = (u_xlatb0.x) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat1.xyz = (u_xlatb0.x) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat0.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat5.yyy;
					    u_xlat1.xyz = u_xlat5.xxx * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat17.xyz + u_xlat1.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat0.xyz = vec3(u_xlat51) * u_xlat0.xyz;
					    u_xlat1 = (-vs_TEXCOORD6.xxxx) + unity_4LightPosX0;
					    u_xlat2 = (-vs_TEXCOORD6.yyyy) + unity_4LightPosY0;
					    u_xlat5 = (-vs_TEXCOORD6.zzzz) + unity_4LightPosZ0;
					    u_xlat6 = u_xlat2 * u_xlat2;
					    u_xlat6 = u_xlat1 * u_xlat1 + u_xlat6;
					    u_xlat6 = u_xlat5 * u_xlat5 + u_xlat6;
					    u_xlat7 = u_xlat6 * unity_4LightAtten0;
					    u_xlat8 = u_xlat6 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat8 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat8;
					    u_xlat7 = (-u_xlat7) * vec4(0.0399999991, 0.0399999991, 0.0399999991, 0.0399999991) + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat7 = clamp(u_xlat7, 0.0, 1.0);
					    u_xlat7 = u_xlat7 * u_xlat7;
					    u_xlat7 = min(u_xlat7, u_xlat8);
					    u_xlat2 = u_xlat0.yyyy * u_xlat2;
					    u_xlat1 = u_xlat1 * u_xlat0.xxxx + u_xlat2;
					    u_xlat1 = u_xlat5 * u_xlat0.zzzz + u_xlat1;
					    u_xlat2 = inversesqrt(u_xlat6);
					    u_xlat1 = u_xlat1 * u_xlat2;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat1 = u_xlat1 * u_xlat7;
					    u_xlat2.x = unity_4LightPosX0.x;
					    u_xlat2.y = unity_4LightPosY0.x;
					    u_xlat2.z = unity_4LightPosZ0.x;
					    u_xlat2.xyz = u_xlat2.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat51) + u_xlat3.xyz;
					    u_xlat51 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat51 = max(u_xlat51, 0.00100000005);
					    u_xlat51 = inversesqrt(u_xlat51);
					    u_xlat2.xyz = vec3(u_xlat51) * u_xlat2.xyz;
					    u_xlat51 = dot(u_xlat0.xyz, (-u_xlat5.xyz));
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat5.x = clamp(u_xlat5.x, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.y;
					    u_xlat6.y = unity_4LightPosY0.y;
					    u_xlat6.z = unity_4LightPosZ0.y;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat8.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat54) + u_xlat3.xyz;
					    u_xlat54 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat54 = max(u_xlat54, 0.00100000005);
					    u_xlat54 = inversesqrt(u_xlat54);
					    u_xlat6.xyz = vec3(u_xlat54) * u_xlat6.xyz;
					    u_xlat54 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.y = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.y = clamp(u_xlat5.y, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.z;
					    u_xlat6.y = unity_4LightPosY0.z;
					    u_xlat6.z = unity_4LightPosZ0.z;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat8.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat55) + u_xlat3.xyz;
					    u_xlat55 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat55 = max(u_xlat55, 0.00100000005);
					    u_xlat55 = inversesqrt(u_xlat55);
					    u_xlat6.xyz = vec3(u_xlat55) * u_xlat6.xyz;
					    u_xlat55 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.z = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.z = clamp(u_xlat5.z, 0.0, 1.0);
					    u_xlat2.z = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.z = clamp(u_xlat2.z, 0.0, 1.0);
					    u_xlat6.x = unity_4LightPosX0.w;
					    u_xlat6.y = unity_4LightPosY0.w;
					    u_xlat6.z = unity_4LightPosZ0.w;
					    u_xlat6.xyz = u_xlat6.xyz + (-vs_TEXCOORD6.xyz);
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat8.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat57) + u_xlat3.xyz;
					    u_xlat57 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlat57 = max(u_xlat57, 0.00100000005);
					    u_xlat57 = inversesqrt(u_xlat57);
					    u_xlat6.xyz = vec3(u_xlat57) * u_xlat6.xyz;
					    u_xlat57 = dot(u_xlat0.xyz, (-u_xlat8.xyz));
					    u_xlat5.w = dot(u_xlat8.xyz, u_xlat6.xyz);
					    u_xlat5.w = clamp(u_xlat5.w, 0.0, 1.0);
					    u_xlat2.w = dot(u_xlat0.xyz, u_xlat6.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat8 = unity_SHAr + unity_SHAg;
					    u_xlat8 = u_xlat8 + unity_SHAb;
					    u_xlat6.x = dot(u_xlat8, u_xlat8);
					    u_xlat6.x = inversesqrt(u_xlat6.x);
					    u_xlat8 = u_xlat6.xxxx * u_xlat8;
					    u_xlat6.x = dot(unity_SHAr, u_xlat8);
					    u_xlat6.y = dot(unity_SHAg, u_xlat8);
					    u_xlat6.z = dot(unity_SHAb, u_xlat8);
					    u_xlat9 = u_xlat8.yzzx * u_xlat8.xyzz;
					    u_xlat10.x = dot(unity_SHBr, u_xlat9);
					    u_xlat10.y = dot(unity_SHBg, u_xlat9);
					    u_xlat10.z = dot(unity_SHBb, u_xlat9);
					    u_xlat59 = u_xlat8.y * u_xlat8.y;
					    u_xlat59 = u_xlat8.x * u_xlat8.x + (-u_xlat59);
					    u_xlat9.xyz = unity_SHC.xyz * vec3(u_xlat59) + u_xlat10.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat9.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat6.xyz + _LightColor0.xyz;
					    u_xlat10.xyz = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAg.xyz;
					    u_xlat10.xyz = u_xlat10.xyz + unity_SHAb.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat11.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat59) + u_xlat3.xyz;
					    u_xlat59 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat59 = inversesqrt(u_xlat59);
					    u_xlat10.xyz = vec3(u_xlat59) * u_xlat10.xyz;
					    u_xlat59 = dot(u_xlat0.xyz, u_xlat10.xyz);
					    u_xlat59 = clamp(u_xlat59, 0.0, 1.0);
					    u_xlat60 = dot(u_xlat11.xyz, u_xlat10.xyz);
					    u_xlat60 = clamp(u_xlat60, 0.0, 1.0);
					    u_xlat10.x = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat27.x = dot(u_xlat0.xyz, u_xlat11.xyz);
					    u_xlat27.x = clamp(u_xlat27.x, 0.0, 1.0);
					    u_xlat11.x = unity_SHBr.z;
					    u_xlat11.y = unity_SHBg.z;
					    u_xlat11.z = unity_SHBb.z;
					    u_xlat12.x = unity_SHAr.w;
					    u_xlat12.y = unity_SHAg.w;
					    u_xlat12.z = unity_SHAb.w;
					    u_xlat11.xyz = u_xlat11.xyz * vec3(0.333333343, 0.333333343, 0.333333343) + u_xlat12.xyz;
					    u_xlat11.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat12.xyz = unity_SHAr.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					    u_xlat61 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xyz = u_xlat44.xxx * u_xlat12.xyz;
					    u_xlat44.x = dot(u_xlat12.xyz, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat62 = u_xlat61 + u_xlat61;
					    u_xlat62 = u_xlat62 / u_xlat11.x;
					    u_xlat61 = u_xlat61 / u_xlat11.x;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat61 = u_xlat61 + 1.0;
					    u_xlat61 = u_xlat12.x / u_xlat61;
					    u_xlat12.x = (-u_xlat61) + 1.0;
					    u_xlat29.xy = vec2(u_xlat62) + vec2(1.0, 2.0);
					    u_xlat62 = u_xlat29.y * u_xlat12.x;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat29.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat62 * u_xlat44.x + u_xlat61;
					    u_xlat13.x = u_xlat44.x * u_xlat11.x;
					    u_xlat12.xzw = unity_SHAg.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat12.xzw);
					    u_xlat64 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat12.xzw = u_xlat44.xxx * u_xlat12.xzw;
					    u_xlat44.x = dot(u_xlat12.xzw, u_xlat8.xyz);
					    u_xlat44.x = u_xlat44.x * 0.5 + 0.5;
					    u_xlat44.x = clamp(u_xlat44.x, 0.0, 1.0);
					    u_xlat12.x = u_xlat64 + u_xlat64;
					    u_xlat12.x = u_xlat12.x / u_xlat11.y;
					    u_xlat46 = u_xlat64 / u_xlat11.y;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat46 = u_xlat46 + 1.0;
					    u_xlat46 = u_xlat63 / u_xlat46;
					    u_xlat63 = (-u_xlat46) + 1.0;
					    u_xlat14.xy = u_xlat12.xx + vec2(1.0, 2.0);
					    u_xlat12.x = u_xlat63 * u_xlat14.y;
					    u_xlat44.x = log2(u_xlat44.x);
					    u_xlat44.x = u_xlat44.x * u_xlat14.x;
					    u_xlat44.x = exp2(u_xlat44.x);
					    u_xlat44.x = u_xlat12.x * u_xlat44.x + u_xlat46;
					    u_xlat13.y = u_xlat44.x * u_xlat11.y;
					    u_xlat31.xyz = unity_SHAb.xyz * vec3(0.5, 0.5, 0.5);
					    u_xlat44.x = dot(u_xlat31.xyz, u_xlat31.xyz);
					    u_xlat63 = sqrt(u_xlat44.x);
					    u_xlat44.x = inversesqrt(u_xlat44.x);
					    u_xlat31.xyz = u_xlat44.xxx * u_xlat31.xyz;
					    u_xlat8.x = dot(u_xlat31.xyz, u_xlat8.xyz);
					    u_xlat8.x = u_xlat8.x * 0.5 + 0.5;
					    u_xlat8.x = clamp(u_xlat8.x, 0.0, 1.0);
					    u_xlat25 = u_xlat63 + u_xlat63;
					    u_xlat25 = u_xlat25 / u_xlat11.z;
					    u_xlat42 = u_xlat63 / u_xlat11.z;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 + 1.0;
					    u_xlat42 = u_xlat44.x / u_xlat42;
					    u_xlat44.x = (-u_xlat42) + 1.0;
					    u_xlat31.xy = vec2(u_xlat25) + vec2(1.0, 2.0);
					    u_xlat25 = u_xlat44.x * u_xlat31.y;
					    u_xlat8.x = log2(u_xlat8.x);
					    u_xlat8.x = u_xlat8.x * u_xlat31.x;
					    u_xlat8.x = exp2(u_xlat8.x);
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat9.xyz = u_xlat9.xyz + u_xlat13.xyz;
					    u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.x = exp2((-u_xlat29.x));
					    u_xlat8.x = u_xlat62 * u_xlat8.x + u_xlat61;
					    u_xlat13.x = u_xlat8.x * u_xlat11.x;
					    u_xlat8.x = exp2((-u_xlat14.x));
					    u_xlat8.x = u_xlat12.x * u_xlat8.x + u_xlat46;
					    u_xlat13.y = u_xlat8.x * u_xlat11.y;
					    u_xlat8.x = exp2((-u_xlat31.x));
					    u_xlat8.x = u_xlat25 * u_xlat8.x + u_xlat42;
					    u_xlat13.z = u_xlat8.x * u_xlat11.z;
					    u_xlat8.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz + _LightColor0.xyz;
					    u_xlat44.x = dot(u_xlat9.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat44.y = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat11.x = u_xlat44.y + u_xlat44.x;
					    u_xlat44.xy = u_xlat44.xy / u_xlat11.xx;
					    u_xlat11.xyz = u_xlat8.xyz * u_xlat44.yyy;
					    u_xlat11.xyz = u_xlat9.xyz * u_xlat44.xxx + u_xlat11.xyz;
					    u_xlat44.x = dot(u_xlat11.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat8.xyz = u_xlat8.xyz + u_xlat9.xyz;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = u_xlat44.x / u_xlat9.x;
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xxx;
					    u_xlat9.x = dot(u_xlat8.xyz, vec3(0.298999995, 0.587000012, 0.114));
					    u_xlat9.x = max(u_xlat9.x, 9.99999975e-05);
					    u_xlat9.xyz = u_xlat8.xyz / u_xlat9.xxx;
					    u_xlat8.xyz = min(u_xlat8.xyz, u_xlat9.xyz);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat9.x = dot((-u_xlat3.xyz), u_xlat0.xyz);
					    u_xlat9.x = u_xlat9.x + u_xlat9.x;
					    u_xlat3.xyz = u_xlat0.xyz * (-u_xlat9.xxx) + (-u_xlat3.xyz);
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb9){
					        u_xlat9.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat9.x = texture(_SpawnInNoise, u_xlat9.xy).x;
					        u_xlat9.x = u_xlat9.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat12.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat26 = dot(u_xlat12.xyz, u_xlat11.xyz);
					        u_xlat43 = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat26 = u_xlat26 / u_xlat43;
					        u_xlat26 = (-u_xlat26) + 1.0;
					        u_xlat26 = u_xlat26 + _SpawnInAlpha;
					        u_xlat26 = u_xlat26 + _SpawnInEmissionOffset;
					        u_xlat9.x = u_xlat9.x * _SpawnInNoiseIntensity + u_xlat26;
					        u_xlat9.x = u_xlat9.x + -1.0;
					        u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					        u_xlat9.xyz = u_xlat9.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat9.x = float(0.0);
					        u_xlat9.y = float(0.0);
					        u_xlat9.z = float(0.0);
					    }
					    u_xlat11.xyz = u_xlat7.xxx * unity_LightColor[0].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[0].xyz;
					    u_xlat51 = u_xlat51 + u_xlat51;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat44.x = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat44.x;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.xxx + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat12.xyz = u_xlat7.yyy * unity_LightColor[1].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[1].xyz;
					    u_xlat51 = u_xlat54 + u_xlat54;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat13.xyz = u_xlat13.xyz * u_xlat7.yyy + (-u_xlat12.xyz);
					    u_xlat12.xyz = vec3(u_xlat51) * u_xlat13.xyz + u_xlat12.xyz;
					    u_xlat11.xyz = u_xlat11.xyz + u_xlat12.xyz;
					    u_xlat12.xyz = u_xlat7.zzz * unity_LightColor[2].xyz;
					    u_xlat13.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[2].xyz;
					    u_xlat51 = u_xlat55 + u_xlat55;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat7.xyz = u_xlat13.xyz * u_xlat7.zzz + (-u_xlat12.xyz);
					    u_xlat7.xyz = vec3(u_xlat51) * u_xlat7.xyz + u_xlat12.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat7.www * unity_LightColor[3].xyz;
					    u_xlat12.xyz = vec3(0.5, 0.5, 0.5) * unity_LightColor[3].xyz;
					    u_xlat51 = u_xlat57 + u_xlat57;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat54 = u_xlat51 * -2.0 + 3.0;
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = u_xlat51 * u_xlat54;
					    u_xlat12.xyz = u_xlat12.xyz * u_xlat7.www + (-u_xlat11.xyz);
					    u_xlat11.xyz = vec3(u_xlat51) * u_xlat12.xyz + u_xlat11.xyz;
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat11.xyz;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat51 = texture(_SpecularMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat54 = texture(_SpecularMetallicMap, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat55 = texture(_SpecularMask, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat11.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat12.xyz = vec3(u_xlat54) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat13.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat13.xyz = u_xlat13.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat54 = u_xlat51 * u_xlat51;
					    u_xlat57 = u_xlat59 * u_xlat59;
					    u_xlat58 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat59 = u_xlat57 * u_xlat58 + 1.0;
					    u_xlat59 = u_xlat59 * u_xlat59;
					    u_xlat59 = u_xlat59 * 3.14159012;
					    u_xlat59 = u_xlat54 / u_xlat59;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat44.x = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat60;
					    u_xlat61 = u_xlat60 * u_xlat51 + u_xlat44.x;
					    u_xlat61 = float(1.0) / float(u_xlat61);
					    u_xlat59 = u_xlat59 * u_xlat61;
					    u_xlat13.xyz = vec3(u_xlat59) * u_xlat13.xyz;
					    u_xlat14.xyz = u_xlat6.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat13.xyz = min(u_xlat14.xyz, u_xlat13.xyz);
					    u_xlat14.xyz = u_xlat13.xyz;
					    for(int u_xlati_loop_1 = 0 ; u_xlati_loop_1<4 ; u_xlati_loop_1++)
					    {
					        u_xlat61 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat62 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat63 = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_1]);
					        u_xlat15.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = vec3(u_xlat63) * u_xlat15.xyz;
					        u_xlat15.xyz = u_xlat15.xyz * vec3(0.830770016, 0.920437396, 1.0);
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * u_xlat58 + 1.0;
					        u_xlat61 = u_xlat61 * u_xlat61;
					        u_xlat61 = u_xlat61 * 3.14159012;
					        u_xlat61 = u_xlat54 / u_xlat61;
					        u_xlat62 = u_xlat62 * u_xlat62;
					        u_xlat62 = u_xlat62 * u_xlat51 + u_xlat44.x;
					        u_xlat62 = float(1.0) / float(u_xlat62);
					        u_xlat61 = u_xlat61 * u_xlat62;
					        u_xlat15.xyz = vec3(u_xlat61) * u_xlat15.xyz;
					        u_xlat16.xyz = vec3(0.830770016, 0.920437396, 1.0) * unity_LightColor[u_xlati_loop_1].xyz;
					        u_xlat15.xyz = max(u_xlat15.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat15.xyz = min(u_xlat16.xyz, u_xlat15.xyz);
					        u_xlat14.xyz = u_xlat14.xyz + u_xlat15.xyz;
					    }
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat51 = texture(_SpecularMap1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat54 = texture(_SpecularMask1, u_xlat44.xy).x;
					    u_xlat44.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat58 = texture(_SpecularMetallicMap1, u_xlat44.xy).x;
					    u_xlat51 = (-u_xlat51) + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat12.xyz = vec3(u_xlat58) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat13.xyz = u_xlat6.xyz * u_xlat12.xyz;
					    u_xlat27.xyz = u_xlat27.xxx * u_xlat13.xyz;
					    u_xlat27.xyz = u_xlat27.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat51 = u_xlat51 * u_xlat51;
					    u_xlat51 = max(u_xlat51, 0.00200000009);
					    u_xlat58 = u_xlat51 * u_xlat51;
					    u_xlat59 = u_xlat51 * u_xlat51 + -1.0;
					    u_xlat57 = u_xlat57 * u_xlat59 + 1.0;
					    u_xlat6.w = u_xlat57 * u_xlat57;
					    u_xlat6 = u_xlat6 * vec4(1.0, 0.827186584, 0.827186584, 3.14159012);
					    u_xlat57 = u_xlat58 / u_xlat6.w;
					    u_xlat51 = u_xlat51 * 0.5;
					    u_xlat62 = u_xlat51 * u_xlat51;
					    u_xlat51 = (-u_xlat51) * u_xlat51 + 1.0;
					    u_xlat60 = u_xlat60 * u_xlat51 + u_xlat62;
					    u_xlat60 = float(1.0) / float(u_xlat60);
					    u_xlat57 = u_xlat57 * u_xlat60;
					    u_xlat27.xyz = vec3(u_xlat57) * u_xlat27.xyz;
					    u_xlat27.xyz = max(u_xlat27.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = min(u_xlat6.xyz, u_xlat27.xyz);
					    u_xlat27.xyz = u_xlat6.xyz;
					    for(int u_xlati_loop_2 = 0 ; u_xlati_loop_2<4 ; u_xlati_loop_2++)
					    {
					        u_xlat60 = dot(u_xlat2, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat63 = dot(u_xlat5, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat13.x = dot(u_xlat1, ImmCB_0_0_0[u_xlati_loop_2]);
					        u_xlat30.xyz = u_xlat12.xyz * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = u_xlat13.xxx * u_xlat30.xyz;
					        u_xlat13.xyz = u_xlat13.xyz * vec3(1.0, 0.827186584, 0.827186584);
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * u_xlat59 + 1.0;
					        u_xlat60 = u_xlat60 * u_xlat60;
					        u_xlat60 = u_xlat60 * 3.14159012;
					        u_xlat60 = u_xlat58 / u_xlat60;
					        u_xlat63 = u_xlat63 * u_xlat63;
					        u_xlat63 = u_xlat63 * u_xlat51 + u_xlat62;
					        u_xlat63 = float(1.0) / float(u_xlat63);
					        u_xlat60 = u_xlat60 * u_xlat63;
					        u_xlat13.xyz = vec3(u_xlat60) * u_xlat13.xyz;
					        u_xlat15.xyz = vec3(1.0, 0.827186584, 0.827186584) * unity_LightColor[u_xlati_loop_2].xyz;
					        u_xlat13.xyz = max(u_xlat13.xyz, vec3(0.0, 0.0, 0.0));
					        u_xlat13.xyz = min(u_xlat15.xyz, u_xlat13.xyz);
					        u_xlat27.xyz = u_xlat27.xyz + u_xlat13.xyz;
					    }
					    u_xlat1.xyz = vec3(u_xlat54) * u_xlat27.xyz;
					    u_xlat1.xyz = u_xlat14.xyz * vec3(u_xlat55) + u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat51 = texture(_MetallicMask, u_xlat2.xy).x;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _SmoothnessMask_ST.xy + _SmoothnessMask_ST.zw;
					    u_xlat52 = texture(_SmoothnessMask, u_xlat2.xy).x;
					    u_xlat52 = (-u_xlat52) + 1.0;
					    u_xlat2.x = u_xlat52 * 6.0;
					    u_xlat2.xyz = textureLod(_CubeMap, u_xlat3.xyz, u_xlat2.x).xyz;
					    u_xlat53 = u_xlat52 * u_xlat52 + 1.0;
					    u_xlat53 = float(1.0) / u_xlat53;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MetallicTintMap_ST.xy + _MetallicTintMap_ST.zw;
					    u_xlat3 = texture(_MetallicTintMap, u_xlat3.xy);
					    u_xlat55 = (-u_xlat51) * u_xlat3.w + 1.0;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat53);
					    u_xlat53 = -abs(u_xlat10.x) + 1.0;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat53 = u_xlat53 * u_xlat53;
					    u_xlat5.xyz = vec3(u_xlat51) * u_xlat11.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat51 = u_xlat51 + (-u_xlat52);
					    u_xlat51 = u_xlat51 + 1.0;
					    u_xlat51 = clamp(u_xlat51, 0.0, 1.0);
					    u_xlat6.xyz = (-u_xlat5.xyz) + vec3(u_xlat51);
					    u_xlat5.xyz = vec3(u_xlat53) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat3.www * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * vec3(u_xlat55) + u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat1.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat1.xyz;
					    u_xlat2.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlatb51 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb51){
					        u_xlatb51 = _RefractionEnabled==1.0;
					        if(u_xlatb51){
					            u_xlat51 = vs_TEXCOORD8.w * 0.5;
					            u_xlat52 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat52) * _ProjectionParams.x + u_xlat51;
					            u_xlat36.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat36.xx;
					            u_xlat51 = _RefractionIndex + -1.0;
					            u_xlati52 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat0.yy * unity_StereoMatrixV[(u_xlati52 + 1) / 4][(u_xlati52 + 1) % 4].xy;
					            u_xlat0.xy = unity_StereoMatrixV[u_xlati52 / 4][u_xlati52 % 4].xy * u_xlat0.xx + u_xlat3.xy;
					            u_xlat0.xy = unity_StereoMatrixV[(u_xlati52 + 2) / 4][(u_xlati52 + 2) % 4].xy * u_xlat0.zz + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * vec2(u_xlat51);
					            u_xlat34 = float(1.0) / u_xlat36.y;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat34 = (-u_xlat10.x) + 1.0;
					            u_xlat0.xy = vec2(u_xlat34) * u_xlat0.xy;
					            u_xlat17.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat17.x);
					            u_xlatb17 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb17){
					                u_xlat17.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat17.xz).x;
					                u_xlat17.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat17.xz).y;
					                u_xlat17.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat17.xz = u_xlat0.xz * u_xlat17.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat17.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat17.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat52 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat17.xyz = u_xlat5.www * u_xlat17.xyz + u_xlat5.xyz;
					            u_xlat17.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat6.yyy * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat17.xyz + u_xlat6.zzz;
					            u_xlat17.xyz = u_xlat6.www * vec3(u_xlat52) + u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat3.xyz * u_xlat17.xyz;
					            u_xlat17.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat17.xyz;
					            u_xlat2.xyz = (-u_xlat17.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat17.xyz;
					        }
					    }
					    u_xlat0.x = vs_TEXCOORD17 / _ProjectionParams.y;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _ProjectionParams.z;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat0.x = u_xlat0.x * unity_FogParams.x;
					    u_xlat0.x = u_xlat0.x * (-u_xlat0.x);
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat17.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = u_xlat0.xxx * u_xlat17.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "ForwardAddPass"
			Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry+10" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
			Blend One One, One One
			ColorMask 0 -1
			ZWrite Off
			Cull Off
			Stencil {
				Comp Disabled
				Pass Keep
				Fail Keep
				ZFail Keep
			}
			GpuProgramID 81530
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[22];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[22];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[13];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD8.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat1.zz;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat0.x * 0.5;
					    vs_TEXCOORD16.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat2.xz = u_xlat0.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat0.xy * vec2(0.5, -0.5) + u_xlat2.zz;
					    u_xlat3.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    u_xlat0.x = u_xlat0.y * _ProjectionParams.x;
					    u_xlat2.w = u_xlat0.x * 0.5;
					    u_xlat0.xy = u_xlat2.zz + u_xlat2.xw;
					    vs_TEXCOORD16.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat3.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD16.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlat5.xyz = _WorldSpaceCameraPos.yyy * unity_WorldToObject[1].xyz;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat19 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat19 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD8.xy = u_xlat1.yy + u_xlat1.xz;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[17];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						vec4 unused_0_5;
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_9;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[113];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_TANGENT0;
					layout(location = 3) in  vec4 in_COLOR0;
					layout(location = 4) in  vec2 in_TEXCOORD0;
					layout(location = 5) in  vec2 in_TEXCOORD1;
					layout(location = 6) in  vec2 in_TEXCOORD2;
					layout(location = 7) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec4 vs_TEXCOORD0;
					layout(location = 1) out vec4 vs_TEXCOORD1;
					layout(location = 2) out vec3 vs_TEXCOORD2;
					layout(location = 3) out float vs_TEXCOORD13;
					layout(location = 4) out vec3 vs_TEXCOORD3;
					layout(location = 5) out vec4 vs_TEXCOORD4;
					layout(location = 6) out vec4 vs_TEXCOORD5;
					layout(location = 7) out vec4 vs_TEXCOORD6;
					layout(location = 8) out vec4 vs_TEXCOORD7;
					layout(location = 9) out vec4 vs_TEXCOORD8;
					layout(location = 10) out vec3 vs_TEXCOORD9;
					layout(location = 11) out vec3 vs_TEXCOORD12;
					layout(location = 12) out vec4 vs_TEXCOORD14;
					layout(location = 13) out vec4 vs_TEXCOORD16;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec3 u_xlat6;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					int u_xlati19;
					float u_xlat20;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat6.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat6.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0 = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
					    u_xlat6.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat6.xy = u_xlat6.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat6.xy = u_xlat6.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat18 = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat1.x = inversesqrt(u_xlat18);
					    u_xlat1.yz = u_xlat6.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat6.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat6.xz, u_xlat6.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb18)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb18)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat18 = u_xlat18 / u_xlat1.x;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 + _SpawnInAlpha;
					    u_xlat18 = u_xlat18 + _SpawnInVertOffsetOffset;
					    u_xlat18 = u_xlat18 + -1.0;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat1.y = u_xlat18 * _SpawnInVertOffset;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(0.0);
					    u_xlat1.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat1.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat1.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat3.xyz;
					    vs_TEXCOORD6.w = u_xlat1.w;
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb18)) ? u_xlat3.xyz : u_xlat2.xyz;
					    vs_TEXCOORD6.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    vs_TEXCOORD7 = u_xlat2;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD0.zw = in_TEXCOORD1.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD1.zw = in_TEXCOORD3.xy;
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat1.xyz = vec3(u_xlat19) * u_xlat1.xyz;
					    vs_TEXCOORD2.xyz = u_xlat1.xyz;
					    vs_TEXCOORD13 = 1.0;
					    u_xlat19 = dot(in_TANGENT0.xyz, in_TANGENT0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat2.xyz = vec3(u_xlat19) * in_TANGENT0.xyz;
					    u_xlat19 = dot(in_NORMAL0.xyz, in_NORMAL0.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat3.xyz = vec3(u_xlat19) * in_NORMAL0.xyz;
					    u_xlat4.xyz = u_xlat2.yzx * u_xlat3.zxy;
					    u_xlat4.xyz = u_xlat3.yzx * u_xlat2.zxy + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat4.xyz * in_TANGENT0.www;
					    u_xlati19 = unity_StereoEyeIndex;
					    u_xlat5.xyz = unity_WorldToObject[1].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].yyy;
					    u_xlat5.xyz = unity_WorldToObject[0].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToObject[2].xyz * unity_StereoWorldSpaceCameraPos[u_xlati19].zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToObject[3].xyz;
					    u_xlat5.xyz = u_xlat5.xyz + (-in_POSITION0.xyz);
					    vs_TEXCOORD3.y = dot(u_xlat4.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.x = dot(u_xlat2.xyz, u_xlat5.xyz);
					    vs_TEXCOORD3.z = dot(u_xlat3.xyz, u_xlat5.xyz);
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat2.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    vs_TEXCOORD4.w = in_TANGENT0.w;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx;
					    u_xlat1.xyz = u_xlat1.yzx * u_xlat2.zxy + (-u_xlat3.xyz);
					    u_xlat2.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    vs_TEXCOORD5.xyz = u_xlat1.xyz * u_xlat2.xxx;
					    vs_TEXCOORD5.w = 0.0;
					    u_xlat1.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat0.xy = u_xlat1.yy + u_xlat1.xz;
					    u_xlat1.xy = u_xlat0.ww * unity_StereoScaleOffset[u_xlati19].zw;
					    vs_TEXCOORD8.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati19].xy + u_xlat1.xy;
					    vs_TEXCOORD8.zw = u_xlat0.zw;
					    vs_TEXCOORD9.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD12.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD14 = in_COLOR0;
					    vs_TEXCOORD16 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(6) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(13) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat18;
					vec2 u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb27)) ? u_xlat1.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat27, u_xlat10.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat9.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat4.xyz = u_xlat9.xxx * u_xlat4.xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat9.yyy;
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat9.xxx + u_xlat4.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat9.y = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat9.y = clamp(u_xlat9.y, 0.0, 1.0);
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb2 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb2){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat2.x = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat2.x = u_xlat2.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat3.x = dot(u_xlat3.xyz, u_xlat11.xyz);
					        u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat11.x = u_xlat3.x / u_xlat11.x;
					        u_xlat11.x = (-u_xlat11.x) + 1.0;
					        u_xlat11.x = u_xlat11.x + _SpawnInAlpha;
					        u_xlat11.x = u_xlat11.x + _SpawnInEmissionOffset;
					        u_xlat2.x = u_xlat2.x * _SpawnInNoiseIntensity + u_xlat11.x;
					        u_xlat2.x = u_xlat2.x + -1.0;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat2.xyz = u_xlat2.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat29 = max(u_xlat27, 0.5);
					    u_xlat3.xyz = vec3(u_xlat29) * _LightColor0.xyz;
					    u_xlat29 = u_xlat28 * 0.5 + 0.5;
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = u_xlat29 + u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat29 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat28 = u_xlat28;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat9.z = (-u_xlat29) + 1.0;
					    u_xlat9.z = clamp(u_xlat9.z, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat5.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat27 = max(u_xlat9.z, 0.00200000009);
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat29 = u_xlat27 * u_xlat27 + -1.0;
					    u_xlat29 = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat28 = u_xlat28 / u_xlat29;
					    u_xlat27 = u_xlat27 * 0.5;
					    u_xlat29 = u_xlat27 * u_xlat27;
					    u_xlat27 = (-u_xlat27) * u_xlat27 + 1.0;
					    u_xlat27 = u_xlat9.y * u_xlat27 + u_xlat29;
					    u_xlat27 = float(1.0) / float(u_xlat27);
					    u_xlat27 = u_xlat28 * u_xlat27;
					    u_xlat7.xyz = vec3(u_xlat27) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat27 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat27 * u_xlat27;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat0.y = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat0.yw = u_xlat0.yx * u_xlat0.yx;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 3.14159012);
					    u_xlat9.x = u_xlat0.w / u_xlat0.y;
					    u_xlat27 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat9.y * u_xlat0.x + u_xlat27;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat9.x * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.xyz = max(u_xlat0.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = min(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat0.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat27 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat0.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb27){
					        u_xlatb27 = _RefractionEnabled==1.0;
					        if(u_xlatb27){
					            u_xlat27 = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat27;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlat27 = _RefractionIndex + -1.0;
					            u_xlat3.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat3.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat3.xy;
					            u_xlat3.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat3.xy;
					            u_xlat3.xy = vec2(u_xlat27) * u_xlat3.xy;
					            u_xlat27 = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = vec2(u_xlat27) * u_xlat3.xy;
					            u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat20.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(6) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(13) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					int u_xlati9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat18;
					vec2 u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb27)) ? u_xlat1.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat27, u_xlat10.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlati9 = unity_StereoEyeIndex;
					    u_xlat4.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati9].xyz;
					    u_xlat9.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat4.xyz = u_xlat9.xxx * u_xlat4.xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat9.yyy;
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat9.xxx + u_xlat4.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat9.y = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat9.y = clamp(u_xlat9.y, 0.0, 1.0);
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat3.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb2 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb2){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat2.x = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat2.x = u_xlat2.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat3.x = dot(u_xlat3.xyz, u_xlat11.xyz);
					        u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat11.x = u_xlat3.x / u_xlat11.x;
					        u_xlat11.x = (-u_xlat11.x) + 1.0;
					        u_xlat11.x = u_xlat11.x + _SpawnInAlpha;
					        u_xlat11.x = u_xlat11.x + _SpawnInEmissionOffset;
					        u_xlat2.x = u_xlat2.x * _SpawnInNoiseIntensity + u_xlat11.x;
					        u_xlat2.x = u_xlat2.x + -1.0;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat2.xyz = u_xlat2.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat29 = max(u_xlat27, 0.5);
					    u_xlat3.xyz = vec3(u_xlat29) * _LightColor0.xyz;
					    u_xlat29 = u_xlat28 * 0.5 + 0.5;
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = u_xlat29 + u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat29 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat28 = u_xlat28;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat9.z = (-u_xlat29) + 1.0;
					    u_xlat9.z = clamp(u_xlat9.z, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat5.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat27 = max(u_xlat9.z, 0.00200000009);
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat29 = u_xlat27 * u_xlat27 + -1.0;
					    u_xlat29 = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat28 = u_xlat28 / u_xlat29;
					    u_xlat27 = u_xlat27 * 0.5;
					    u_xlat29 = u_xlat27 * u_xlat27;
					    u_xlat27 = (-u_xlat27) * u_xlat27 + 1.0;
					    u_xlat27 = u_xlat9.y * u_xlat27 + u_xlat29;
					    u_xlat27 = float(1.0) / float(u_xlat27);
					    u_xlat27 = u_xlat28 * u_xlat27;
					    u_xlat7.xyz = vec3(u_xlat27) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat27 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat27 * u_xlat27;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat0.y = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat0.yw = u_xlat0.yx * u_xlat0.yx;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 3.14159012);
					    u_xlat9.x = u_xlat0.w / u_xlat0.y;
					    u_xlat27 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat9.y * u_xlat0.x + u_xlat27;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat9.x * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.xyz = max(u_xlat0.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = min(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat0.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat27 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat0.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb27){
					        u_xlatb27 = _RefractionEnabled==1.0;
					        if(u_xlatb27){
					            u_xlat27 = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat27;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlat27 = _RefractionIndex + -1.0;
					            u_xlati28 = unity_StereoEyeIndex << 2;
					            u_xlat3.xy = u_xlat1.yy * unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].xy;
					            u_xlat3.xy = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].xy * u_xlat1.xx + u_xlat3.xy;
					            u_xlat3.xy = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].xy * u_xlat1.zz + u_xlat3.xy;
					            u_xlat3.xy = vec2(u_xlat27) * u_xlat3.xy;
					            u_xlat27 = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = vec2(u_xlat27) * u_xlat3.xy;
					            u_xlat27 = dot(u_xlat1.xyz, u_xlat4.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat20.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat3.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_20[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_22[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_30;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_34;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(8) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					float u_xlat19;
					vec2 u_xlat20;
					float u_xlat28;
					void main()
					{
					    u_xlatb0.x = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb0.x){
					        u_xlatb0.x = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat0.xyz = (u_xlatb0.x) ? u_xlat9.xyz : vs_TEXCOORD6.xyz;
					        u_xlat0.xyz = u_xlat0.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat0.yzw = u_xlat0.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat0.y * 0.25 + 0.75;
					        u_xlat1.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat0.x = max(u_xlat9.x, u_xlat1.x);
					        u_xlat0 = texture(unity_ProbeVolumeSH, u_xlat0.xzw);
					    } else {
					        u_xlat0.x = float(1.0);
					        u_xlat0.y = float(1.0);
					        u_xlat0.z = float(1.0);
					        u_xlat0.w = float(1.0);
					    }
					    u_xlat0.x = dot(u_xlat0, unity_OcclusionMaskSelector);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.xyz = texture(_MainTex, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.yyy;
					    u_xlat9.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb10){
					        u_xlat10.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat10.x = texture(_SpawnInNoise, u_xlat10.xy).x;
					        u_xlat10.x = u_xlat10.x * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat19 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat19 = u_xlat19 / u_xlat28;
					        u_xlat19 = (-u_xlat19) + 1.0;
					        u_xlat19 = u_xlat19 + _SpawnInAlpha;
					        u_xlat19 = u_xlat19 + _SpawnInEmissionOffset;
					        u_xlat10.x = u_xlat10.x * _SpawnInNoiseIntensity + u_xlat19;
					        u_xlat10.x = u_xlat10.x + -1.0;
					        u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					        u_xlat10.xyz = u_xlat10.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat10.x = float(0.0);
					        u_xlat10.y = float(0.0);
					        u_xlat10.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat1.x = texture(_SpecularMask1, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat5.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat20.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat3.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz * vec3(9.99999975e-06, 9.99999975e-06, 9.99999975e-06);
					    SV_Target0.w = 9.99999975e-06;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_20[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_22[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_30;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_34;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(1) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(2) uniform  sampler2D _MainTex;
					UNITY_LOCATION(3) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(4) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(5) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(6) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(8) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					float u_xlat19;
					vec2 u_xlat20;
					float u_xlat28;
					int u_xlati28;
					void main()
					{
					    u_xlatb0.x = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb0.x){
					        u_xlatb0.x = unity_ProbeVolumeParams.y==1.0;
					        u_xlat9.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat9.xyz;
					        u_xlat9.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat9.xyz;
					        u_xlat9.xyz = u_xlat9.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat0.xyz = (u_xlatb0.x) ? u_xlat9.xyz : vs_TEXCOORD6.xyz;
					        u_xlat0.xyz = u_xlat0.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat0.yzw = u_xlat0.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat9.x = u_xlat0.y * 0.25 + 0.75;
					        u_xlat1.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat0.x = max(u_xlat9.x, u_xlat1.x);
					        u_xlat0 = texture(unity_ProbeVolumeSH, u_xlat0.xzw);
					    } else {
					        u_xlat0.x = float(1.0);
					        u_xlat0.y = float(1.0);
					        u_xlat0.z = float(1.0);
					        u_xlat0.w = float(1.0);
					    }
					    u_xlat0.x = dot(u_xlat0, unity_OcclusionMaskSelector);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.xyz = texture(_MainTex, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.yyy;
					    u_xlat9.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb10){
					        u_xlat10.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat10.x = texture(_SpawnInNoise, u_xlat10.xy).x;
					        u_xlat10.x = u_xlat10.x * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat19 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat19 = u_xlat19 / u_xlat28;
					        u_xlat19 = (-u_xlat19) + 1.0;
					        u_xlat19 = u_xlat19 + _SpawnInAlpha;
					        u_xlat19 = u_xlat19 + _SpawnInEmissionOffset;
					        u_xlat10.x = u_xlat10.x * _SpawnInNoiseIntensity + u_xlat19;
					        u_xlat10.x = u_xlat10.x + -1.0;
					        u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					        u_xlat10.xyz = u_xlat10.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat10.x = float(0.0);
					        u_xlat10.y = float(0.0);
					        u_xlat10.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat1.x = texture(_SpecularMask1, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat5.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlati0 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					            u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlati28 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat9.yy * unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat20.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat3.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz * vec3(9.99999975e-06, 9.99999975e-06, 9.99999975e-06);
					    SV_Target0.w = 9.99999975e-06;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					vec2 u_xlat19;
					vec2 u_xlat21;
					float u_xlat27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD6.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD6.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD6.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlatb1 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb1){
					        u_xlatb1 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb1)) ? u_xlat10.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat1.y * 0.25 + 0.75;
					        u_xlat2.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat10.x, u_xlat2.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlatb10 = 0.0<u_xlat0.z;
					    u_xlat10.x = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat19.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat19.xy = u_xlat19.xy + vec2(0.5, 0.5);
					    u_xlat27 = texture(_LightTexture0, u_xlat19.xy).w;
					    u_xlat27 = u_xlat27 * u_xlat10.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat27;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat10.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat10.xyz = (bool(u_xlatb9)) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat29 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat29 = min(u_xlat29, 1.0);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat10.xyz + u_xlat9.xyz;
					    u_xlat10.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat10.xxx;
					    u_xlat10.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat29 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = u_xlat10.xyz * vec3(u_xlat29);
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat29);
					    u_xlat29 = dot(u_xlat9.xyz, u_xlat10.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat1.y = dot(u_xlat3.xyz, u_xlat10.xyz);
					    u_xlat1.y = clamp(u_xlat1.y, 0.0, 1.0);
					    u_xlat19.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlatb28 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb28){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat28 = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat28 = u_xlat28 * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat5.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat5.xyz, u_xlat3.xyz);
					        u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat3.x = u_xlat30 / u_xlat3.x;
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat3.x = u_xlat3.x + _SpawnInAlpha;
					        u_xlat3.x = u_xlat3.x + _SpawnInEmissionOffset;
					        u_xlat28 = u_xlat28 * _SpawnInNoiseIntensity + u_xlat3.x;
					        u_xlat28 = u_xlat28 + -1.0;
					        u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					        u_xlat3.xyz = vec3(u_xlat28) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat28 = max(u_xlat1.x, 0.5);
					    u_xlat5.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = u_xlat19.x * 0.5 + 0.5;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = u_xlat28 + u_xlat28;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat28 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat19.x = u_xlat19.x;
					    u_xlat19.x = clamp(u_xlat19.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat1.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat19.x;
					    u_xlat1.x = (-u_xlat28) + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.x = max(u_xlat1.x, 0.00200000009);
					    u_xlat19.x = u_xlat1.x * u_xlat1.x;
					    u_xlat28 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat1.x * u_xlat1.x + -1.0;
					    u_xlat29 = u_xlat28 * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat19.x = u_xlat19.x / u_xlat29;
					    u_xlat1.x = u_xlat1.x * 0.5;
					    u_xlat29 = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = (-u_xlat1.x) * u_xlat1.x + 1.0;
					    u_xlat1.x = u_xlat1.y * u_xlat1.x + u_xlat29;
					    u_xlat1.x = float(1.0) / float(u_xlat1.x);
					    u_xlat1.x = u_xlat19.x * u_xlat1.x;
					    u_xlat7.xyz = u_xlat1.xxx * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat1.xz = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat1.x = texture(_SpecularMap1, u_xlat1.xz).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat19.x = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat1.x = u_xlat0.x * u_xlat0.x;
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat28 = u_xlat28 * u_xlat29 + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * 3.14159012;
					    u_xlat1.x = u_xlat1.x / u_xlat28;
					    u_xlat0.x = u_xlat0.x * 0.5;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat1.y * u_xlat0.x + u_xlat28;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat1.x * u_xlat0.x;
					    u_xlat1.xyw = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat1.xyw = max(u_xlat1.xyw, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyw = min(u_xlat6.xyz, u_xlat1.xyw);
					    u_xlat1.xyz = u_xlat19.xxx * u_xlat1.xyw;
					    u_xlat1.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * u_xlat6.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat2.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat2.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(14) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					vec2 u_xlat19;
					vec2 u_xlat21;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD6.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD6.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD6.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlatb1 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb1){
					        u_xlatb1 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb1)) ? u_xlat10.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat1.y * 0.25 + 0.75;
					        u_xlat2.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat10.x, u_xlat2.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlatb10 = 0.0<u_xlat0.z;
					    u_xlat10.x = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat19.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat19.xy = u_xlat19.xy + vec2(0.5, 0.5);
					    u_xlat27 = texture(_LightTexture0, u_xlat19.xy).w;
					    u_xlat27 = u_xlat27 * u_xlat10.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat27;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat10.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat10.xyz = (bool(u_xlatb9)) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat29 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat29 = min(u_xlat29, 1.0);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat10.xyz + u_xlat9.xyz;
					    u_xlat10.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat10.xxx;
					    u_xlat10.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat29 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat3.xyz = u_xlat10.xyz * vec3(u_xlat29);
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat29) + u_xlat2.xyz;
					    u_xlat29 = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat29);
					    u_xlat29 = dot(u_xlat9.xyz, u_xlat10.xyz);
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat1.y = dot(u_xlat3.xyz, u_xlat10.xyz);
					    u_xlat1.y = clamp(u_xlat1.y, 0.0, 1.0);
					    u_xlat19.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlatb28 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb28){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat28 = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat28 = u_xlat28 * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat5.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat5.xyz, u_xlat3.xyz);
					        u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat3.x = u_xlat30 / u_xlat3.x;
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat3.x = u_xlat3.x + _SpawnInAlpha;
					        u_xlat3.x = u_xlat3.x + _SpawnInEmissionOffset;
					        u_xlat28 = u_xlat28 * _SpawnInNoiseIntensity + u_xlat3.x;
					        u_xlat28 = u_xlat28 + -1.0;
					        u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					        u_xlat3.xyz = vec3(u_xlat28) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat28 = max(u_xlat1.x, 0.5);
					    u_xlat5.xyz = vec3(u_xlat28) * _LightColor0.xyz;
					    u_xlat28 = u_xlat19.x * 0.5 + 0.5;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = u_xlat28 + u_xlat28;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat30 = u_xlat28 * -2.0 + 3.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat28) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat28 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat19.x = u_xlat19.x;
					    u_xlat19.x = clamp(u_xlat19.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat1.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat19.x;
					    u_xlat1.x = (-u_xlat28) + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat1.xy = u_xlat1.xy * u_xlat1.xy;
					    u_xlat1.x = max(u_xlat1.x, 0.00200000009);
					    u_xlat19.x = u_xlat1.x * u_xlat1.x;
					    u_xlat28 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat1.x * u_xlat1.x + -1.0;
					    u_xlat29 = u_xlat28 * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat19.x = u_xlat19.x / u_xlat29;
					    u_xlat1.x = u_xlat1.x * 0.5;
					    u_xlat29 = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = (-u_xlat1.x) * u_xlat1.x + 1.0;
					    u_xlat1.x = u_xlat1.y * u_xlat1.x + u_xlat29;
					    u_xlat1.x = float(1.0) / float(u_xlat1.x);
					    u_xlat1.x = u_xlat19.x * u_xlat1.x;
					    u_xlat7.xyz = u_xlat1.xxx * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat1.xz = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat1.x = texture(_SpecularMap1, u_xlat1.xz).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat19.x = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat1.x * u_xlat1.x;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat1.x = u_xlat0.x * u_xlat0.x;
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat28 = u_xlat28 * u_xlat29 + 1.0;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = u_xlat28 * 3.14159012;
					    u_xlat1.x = u_xlat1.x / u_xlat28;
					    u_xlat0.x = u_xlat0.x * 0.5;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat1.y * u_xlat0.x + u_xlat28;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat1.x * u_xlat0.x;
					    u_xlat1.xyw = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat1.xyw = max(u_xlat1.xyw, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyw = min(u_xlat6.xyz, u_xlat1.xyw);
					    u_xlat1.xyz = u_xlat19.xxx * u_xlat1.xyw;
					    u_xlat1.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat1.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat1.xyz = u_xlat4.xyz * u_xlat6.xyz + u_xlat1.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat1.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlati28 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat9.yy * unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat2.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat2.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(10) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					float u_xlat19;
					vec2 u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb27)) ? u_xlat1.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat27, u_xlat10.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat1.x = texture(_LightTextureB0, u_xlat1.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.xyz = texture(_MainTex, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.yyy;
					    u_xlat9.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb10){
					        u_xlat10.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat10.x = texture(_SpawnInNoise, u_xlat10.xy).x;
					        u_xlat10.x = u_xlat10.x * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat19 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat19 = u_xlat19 / u_xlat28;
					        u_xlat19 = (-u_xlat19) + 1.0;
					        u_xlat19 = u_xlat19 + _SpawnInAlpha;
					        u_xlat19 = u_xlat19 + _SpawnInEmissionOffset;
					        u_xlat10.x = u_xlat10.x * _SpawnInNoiseIntensity + u_xlat19;
					        u_xlat10.x = u_xlat10.x + -1.0;
					        u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					        u_xlat10.xyz = u_xlat10.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat10.x = float(0.0);
					        u_xlat10.y = float(0.0);
					        u_xlat10.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat1.x = texture(_SpecularMask1, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat5.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat20.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat3.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(10) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					float u_xlat19;
					vec2 u_xlat20;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					int u_xlati28;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb27)) ? u_xlat1.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat10.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat27, u_xlat10.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat1.x = texture(_LightTextureB0, u_xlat1.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.xyz = texture(_MainTex, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.yyy;
					    u_xlat9.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb10){
					        u_xlat10.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat10.x = texture(_SpawnInNoise, u_xlat10.xy).x;
					        u_xlat10.x = u_xlat10.x * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat19 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat19 = u_xlat19 / u_xlat28;
					        u_xlat19 = (-u_xlat19) + 1.0;
					        u_xlat19 = u_xlat19 + _SpawnInAlpha;
					        u_xlat19 = u_xlat19 + _SpawnInEmissionOffset;
					        u_xlat10.x = u_xlat10.x * _SpawnInNoiseIntensity + u_xlat19;
					        u_xlat10.x = u_xlat10.x + -1.0;
					        u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					        u_xlat10.xyz = u_xlat10.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat10.x = float(0.0);
					        u_xlat10.y = float(0.0);
					        u_xlat10.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat1.x = texture(_SpecularMask1, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat5.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlati0 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					            u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlati28 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat9.yy * unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat20.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat3.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					UNITY_BINDING(4) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(6) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					vec2 u_xlat20;
					float u_xlat27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD6.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD6.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD6.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat18 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat27, u_xlat18);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat18 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.xyz = texture(_MainTex, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.yyy;
					    u_xlat9.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb10){
					        u_xlat10.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat10.x = texture(_SpawnInNoise, u_xlat10.xy).x;
					        u_xlat10.x = u_xlat10.x * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat19 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat19 = u_xlat19 / u_xlat28;
					        u_xlat19 = (-u_xlat19) + 1.0;
					        u_xlat19 = u_xlat19 + _SpawnInAlpha;
					        u_xlat19 = u_xlat19 + _SpawnInEmissionOffset;
					        u_xlat10.x = u_xlat10.x * _SpawnInNoiseIntensity + u_xlat19;
					        u_xlat10.x = u_xlat10.x + -1.0;
					        u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					        u_xlat10.xyz = u_xlat10.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat10.x = float(0.0);
					        u_xlat10.y = float(0.0);
					        u_xlat10.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat1.x = texture(_SpecularMask1, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat5.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					            u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat20.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat3.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					UNITY_BINDING(4) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(6) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat19;
					vec2 u_xlat20;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD6.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD6.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD6.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlatb18 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb18){
					        u_xlatb18 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat1.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat1.xyz;
					        u_xlat1.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat1.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb18)) ? u_xlat1.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat18 = u_xlat1.y * 0.25 + 0.75;
					        u_xlat27 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat27, u_xlat18);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat18 = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat1.xyz = (bool(u_xlatb9)) ? u_xlat1.xyz : (-u_xlat1.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat2.xyz = texture(_MainTex, u_xlat2.xy).xyz;
					    u_xlat4.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat4.xyz = texture(_BumpMap, u_xlat4.xy).xyw;
					    u_xlat4.x = u_xlat4.z * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.yyy;
					    u_xlat9.xyz = u_xlat4.xxx * u_xlat3.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat1.xyz + u_xlat9.xyz;
					    u_xlat1.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat1.xxx;
					    u_xlat1.x = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.xyz = u_xlat2.xyz;
					    u_xlat2.xyz = clamp(u_xlat2.xyz, 0.0, 1.0);
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb10){
					        u_xlat10.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat10.x = texture(_SpawnInNoise, u_xlat10.xy).x;
					        u_xlat10.x = u_xlat10.x * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat19 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat28 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat19 = u_xlat19 / u_xlat28;
					        u_xlat19 = (-u_xlat19) + 1.0;
					        u_xlat19 = u_xlat19 + _SpawnInAlpha;
					        u_xlat19 = u_xlat19 + _SpawnInEmissionOffset;
					        u_xlat10.x = u_xlat10.x * _SpawnInNoiseIntensity + u_xlat19;
					        u_xlat10.x = u_xlat10.x + -1.0;
					        u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					        u_xlat10.xyz = u_xlat10.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat10.x = float(0.0);
					        u_xlat10.y = float(0.0);
					        u_xlat10.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat3.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat1.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat1.x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat1.x = texture(_SpecularMask1, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat5.xyz = u_xlat1.xxx * u_xlat5.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat5.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat1.xyz = max(u_xlat10.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat2.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat20.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat2.x = vs_TEXCOORD8.x;
					            u_xlat2.xy = u_xlat2.xy / u_xlat20.xx;
					            u_xlati0 = unity_StereoEyeIndex;
					            u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					            u_xlat0.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlati28 = unity_StereoEyeIndex << 2;
					            u_xlat4.xy = u_xlat9.yy * unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat20.y;
					            u_xlat20.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat3.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat20.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat2.xy;
					                u_xlat3.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat2.xy;
					                u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat3.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat2.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat2.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat2.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat3.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat2.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat3.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat1.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat3.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat9.xyz;
					            u_xlat2.xyz = (-u_xlat9.xyz) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat2.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(15) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(16) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat11;
					float u_xlat18;
					float u_xlat20;
					bool u_xlatb20;
					vec2 u_xlat21;
					float u_xlat27;
					float u_xlat28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD6.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD6.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD6.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat3 = vs_TEXCOORD6.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD6.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD6.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat11.xyz = u_xlat3.xyz / u_xlat3.www;
					    vec3 txVec0 = vec3(u_xlat11.xy,u_xlat11.z);
					    u_xlat11.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat20 = (-_LightShadowData.x) + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlatb2 = 0.0<u_xlat0.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat11.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat11.xy = u_xlat11.xy + vec2(0.5, 0.5);
					    u_xlat27 = texture(_LightTexture0, u_xlat11.xy).w;
					    u_xlat27 = u_xlat27 * u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat27;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat29);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat29 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat29 = min(u_xlat29, 1.0);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat2.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat2.xxx;
					    u_xlat2.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat29) + u_xlat1.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat2.w = dot(u_xlat9.xyz, u_xlat2.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat11.x = dot(u_xlat9.xyz, u_xlat4.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb20 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb20){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat20 = texture(_SpawnInNoise, u_xlat4.xy).x;
					        u_xlat20 = u_xlat20 * _SpawnInAlpha;
					        u_xlat4.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat5.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat5.xyz, u_xlat4.xyz);
					        u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat30 = u_xlat30 / u_xlat4.x;
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat30 = u_xlat30 + _SpawnInAlpha;
					        u_xlat30 = u_xlat30 + _SpawnInEmissionOffset;
					        u_xlat20 = u_xlat20 * _SpawnInNoiseIntensity + u_xlat30;
					        u_xlat20 = u_xlat20 + -1.0;
					        u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					        u_xlat4.xyz = vec3(u_xlat20) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					    }
					    u_xlat20 = max(u_xlat28, 0.5);
					    u_xlat5.xyz = vec3(u_xlat20) * _LightColor0.xyz;
					    u_xlat20 = u_xlat11.x * 0.5 + 0.5;
					    u_xlat20 = (-u_xlat20) + 1.0;
					    u_xlat20 = u_xlat20 + u_xlat20;
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat30 = u_xlat20 * -2.0 + 3.0;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat20) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat20 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat11.x = u_xlat11.x;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat11.x;
					    u_xlat28 = (-u_xlat20) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = max(u_xlat28, 0.00200000009);
					    u_xlat11.x = u_xlat28 * u_xlat28;
					    u_xlat2.xz = u_xlat2.xw * u_xlat2.xw;
					    u_xlat29 = u_xlat28 * u_xlat28 + -1.0;
					    u_xlat29 = u_xlat2.z * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat11.x = u_xlat11.x / u_xlat29;
					    u_xlat28 = u_xlat28 * 0.5;
					    u_xlat29 = u_xlat28 * u_xlat28;
					    u_xlat28 = (-u_xlat28) * u_xlat28 + 1.0;
					    u_xlat28 = u_xlat2.x * u_xlat28 + u_xlat29;
					    u_xlat28 = float(1.0) / float(u_xlat28);
					    u_xlat28 = u_xlat11.x * u_xlat28;
					    u_xlat7.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat11.xz = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat28 = texture(_SpecularMap1, u_xlat11.xz).x;
					    u_xlat11.xz = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat11.x = texture(_SpecularMask1, u_xlat11.xz).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat28 * u_xlat28;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat20 = u_xlat2.z * u_xlat29 + 1.0;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat20 = u_xlat20 * 3.14159012;
					    u_xlat28 = u_xlat28 / u_xlat20;
					    u_xlat0.x = u_xlat0.x * 0.5;
					    u_xlat20 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat2.x * u_xlat0.x + u_xlat20;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat2.xzw = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat2.xzw = max(u_xlat2.xzw, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xzw = min(u_xlat6.xyz, u_xlat2.xzw);
					    u_xlat2.xyz = u_xlat11.xxx * u_xlat2.xzw;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat2.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat1.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(15) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(16) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					vec2 u_xlat20;
					vec2 u_xlat21;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					bool u_xlatb29;
					float u_xlat30;
					float u_xlat31;
					float u_xlat32;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD6.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD6.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD6.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat11.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat11.x = sqrt(u_xlat11.x);
					    u_xlat11.x = (-u_xlat2.x) + u_xlat11.x;
					    u_xlat2.x = unity_ShadowFadeCenterAndType.w * u_xlat11.x + u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb11 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb11){
					        u_xlatb11 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat3.xyz : vs_TEXCOORD6.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat11.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat20.x, u_xlat11.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat11.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat3 = vs_TEXCOORD6.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					    u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD6.xxxx + u_xlat3;
					    u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD6.zzzz + u_xlat3;
					    u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					    u_xlat3.xyz = u_xlat3.xyz / u_xlat3.www;
					    vec3 txVec0 = vec3(u_xlat3.xy,u_xlat3.z);
					    u_xlat20.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat29 = (-_LightShadowData.x) + 1.0;
					    u_xlat20.x = u_xlat20.x * u_xlat29 + _LightShadowData.x;
					    u_xlat11.x = (-u_xlat20.x) + u_xlat11.x;
					    u_xlat2.x = u_xlat2.x * u_xlat11.x + u_xlat20.x;
					    u_xlatb11 = 0.0<u_xlat0.z;
					    u_xlat11.x = u_xlatb11 ? 1.0 : float(0.0);
					    u_xlat20.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat20.xy = u_xlat20.xy + vec2(0.5, 0.5);
					    u_xlat27 = texture(_LightTexture0, u_xlat20.xy).w;
					    u_xlat27 = u_xlat27 * u_xlat11.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat27;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat11.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat11.xyz = (bool(u_xlatb9)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xxx;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat30 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = sqrt(u_xlat30);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat9.xyz;
					    u_xlat11.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat11.xxx;
					    u_xlat11.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat4.xyz = u_xlat11.xyz * vec3(u_xlat30);
					    u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat30) + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat30);
					    u_xlat30 = dot(u_xlat9.xyz, u_xlat11.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat4.xyz, u_xlat11.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat20.x = dot(u_xlat9.xyz, u_xlat4.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb29 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb29){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat29 = texture(_SpawnInNoise, u_xlat4.xy).x;
					        u_xlat29 = u_xlat29 * _SpawnInAlpha;
					        u_xlat4.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat5.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat31 = dot(u_xlat5.xyz, u_xlat4.xyz);
					        u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat4.x = u_xlat31 / u_xlat4.x;
					        u_xlat4.x = (-u_xlat4.x) + 1.0;
					        u_xlat4.x = u_xlat4.x + _SpawnInAlpha;
					        u_xlat4.x = u_xlat4.x + _SpawnInEmissionOffset;
					        u_xlat29 = u_xlat29 * _SpawnInNoiseIntensity + u_xlat4.x;
					        u_xlat29 = u_xlat29 + -1.0;
					        u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					        u_xlat4.xyz = vec3(u_xlat29) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					    }
					    u_xlat29 = max(u_xlat2.x, 0.5);
					    u_xlat5.xyz = vec3(u_xlat29) * _LightColor0.xyz;
					    u_xlat29 = u_xlat20.x * 0.5 + 0.5;
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = u_xlat29 + u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat31 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * u_xlat31;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat29 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat31 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat32 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat20.x = u_xlat20.x;
					    u_xlat20.x = clamp(u_xlat20.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat2.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat20.x;
					    u_xlat2.x = (-u_xlat29) + 1.0;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat31) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat2.xy = u_xlat2.xy * u_xlat2.xy;
					    u_xlat2.x = max(u_xlat2.x, 0.00200000009);
					    u_xlat20.x = u_xlat2.x * u_xlat2.x;
					    u_xlat29 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat2.x * u_xlat2.x + -1.0;
					    u_xlat30 = u_xlat29 * u_xlat30 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat20.x = u_xlat20.x / u_xlat30;
					    u_xlat2.x = u_xlat2.x * 0.5;
					    u_xlat30 = u_xlat2.x * u_xlat2.x;
					    u_xlat2.x = (-u_xlat2.x) * u_xlat2.x + 1.0;
					    u_xlat2.x = u_xlat2.y * u_xlat2.x + u_xlat30;
					    u_xlat2.x = float(1.0) / float(u_xlat2.x);
					    u_xlat2.x = u_xlat20.x * u_xlat2.x;
					    u_xlat7.xyz = u_xlat2.xxx * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat2.xz = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat2.x = texture(_SpecularMap1, u_xlat2.xz).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat20.x = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat2.x = (-u_xlat2.x) + 1.0;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat2.x * u_xlat2.x;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat2.x = u_xlat0.x * u_xlat0.x;
					    u_xlat30 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat29 = u_xlat29 * u_xlat30 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat2.x = u_xlat2.x / u_xlat29;
					    u_xlat0.x = u_xlat0.x * 0.5;
					    u_xlat29 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat2.y * u_xlat0.x + u_xlat29;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat2.x * u_xlat0.x;
					    u_xlat2.xyw = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat2.xyw = max(u_xlat2.xyw, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyw = min(u_xlat6.xyz, u_xlat2.xyw);
					    u_xlat2.xyz = u_xlat20.xxx * u_xlat2.xyw;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(u_xlat32) + u_xlat2.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat1.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_6[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_14[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_16;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_18[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_20[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_22;
						vec4 _SpecularMap_ST;
						vec4 unused_0_24[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_28;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_30[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_32[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_40;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_44;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_46[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(15) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(16) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat18;
					float u_xlat20;
					bool u_xlatb20;
					vec2 u_xlat21;
					float u_xlat27;
					float u_xlat28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD6.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD6.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD6.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat3 = vs_TEXCOORD6.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD6.xxxx + u_xlat3;
					        u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD6.zzzz + u_xlat3;
					        u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat11.xyz = u_xlat3.xyz / u_xlat3.www;
					        u_xlat3.xy = u_xlat11.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat3.xy = floor(u_xlat3.xy);
					        u_xlat11.xy = u_xlat11.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat3.xy);
					        u_xlat4 = u_xlat11.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat5.xw = u_xlat4.xz * u_xlat4.xz;
					        u_xlat21.xy = u_xlat5.xw * vec2(0.5, 0.5) + (-u_xlat11.xy);
					        u_xlat4.xz = (-u_xlat11.xy) + vec2(1.0, 1.0);
					        u_xlat6.xy = min(u_xlat11.xy, vec2(0.0, 0.0));
					        u_xlat4.xz = (-u_xlat6.xy) * u_xlat6.xy + u_xlat4.xz;
					        u_xlat11.xy = max(u_xlat11.xy, vec2(0.0, 0.0));
					        u_xlat11.xy = (-u_xlat11.xy) * u_xlat11.xy + u_xlat4.yw;
					        u_xlat6.x = u_xlat21.x;
					        u_xlat6.y = u_xlat4.x;
					        u_xlat6.z = u_xlat11.x;
					        u_xlat6.w = u_xlat5.x;
					        u_xlat6 = u_xlat6 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5.x = u_xlat21.y;
					        u_xlat5.y = u_xlat4.z;
					        u_xlat5.z = u_xlat11.y;
					        u_xlat4 = u_xlat5 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5 = u_xlat6.ywyw + u_xlat6.xzxz;
					        u_xlat7 = u_xlat4.yyww + u_xlat4.xxzz;
					        u_xlat11.xy = u_xlat6.yw / u_xlat5.zw;
					        u_xlat11.xy = u_xlat11.xy + vec2(-1.5, 0.5);
					        u_xlat21.xy = u_xlat4.yw / u_xlat7.yw;
					        u_xlat21.xy = u_xlat21.xy + vec2(-1.5, 0.5);
					        u_xlat4.xy = u_xlat11.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat4.zw = u_xlat21.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat5 = u_xlat5 * u_xlat7;
					        u_xlat6 = u_xlat3.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat4.xzyz;
					        vec3 txVec0 = vec3(u_xlat6.xy,u_xlat11.z);
					        u_xlat11.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat6.zw,u_xlat11.z);
					        u_xlat20 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat20 = u_xlat20 * u_xlat5.y;
					        u_xlat11.x = u_xlat5.x * u_xlat11.x + u_xlat20;
					        u_xlat3 = u_xlat3.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat4.xwyw;
					        vec3 txVec2 = vec3(u_xlat3.xy,u_xlat11.z);
					        u_xlat20 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.x = u_xlat5.z * u_xlat20 + u_xlat11.x;
					        vec3 txVec3 = vec3(u_xlat3.zw,u_xlat11.z);
					        u_xlat20 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = u_xlat5.w * u_xlat20 + u_xlat11.x;
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlatb2 = 0.0<u_xlat0.z;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat11.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat11.xy = u_xlat11.xy + vec2(0.5, 0.5);
					    u_xlat27 = texture(_LightTexture0, u_xlat11.xy).w;
					    u_xlat27 = u_xlat27 * u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat27;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat29 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat29);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat29 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat29 = min(u_xlat29, 1.0);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat2.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat2.xxx;
					    u_xlat2.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat29) + u_xlat1.xyz;
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat29 = inversesqrt(u_xlat29);
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz;
					    u_xlat2.w = dot(u_xlat9.xyz, u_xlat2.xyz);
					    u_xlat2.w = clamp(u_xlat2.w, 0.0, 1.0);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat2.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat11.x = dot(u_xlat9.xyz, u_xlat4.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb20 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb20){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat20 = texture(_SpawnInNoise, u_xlat4.xy).x;
					        u_xlat20 = u_xlat20 * _SpawnInAlpha;
					        u_xlat4.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat5.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat5.xyz, u_xlat4.xyz);
					        u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat30 = u_xlat30 / u_xlat4.x;
					        u_xlat30 = (-u_xlat30) + 1.0;
					        u_xlat30 = u_xlat30 + _SpawnInAlpha;
					        u_xlat30 = u_xlat30 + _SpawnInEmissionOffset;
					        u_xlat20 = u_xlat20 * _SpawnInNoiseIntensity + u_xlat30;
					        u_xlat20 = u_xlat20 + -1.0;
					        u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					        u_xlat4.xyz = vec3(u_xlat20) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					    }
					    u_xlat20 = max(u_xlat28, 0.5);
					    u_xlat5.xyz = vec3(u_xlat20) * _LightColor0.xyz;
					    u_xlat20 = u_xlat11.x * 0.5 + 0.5;
					    u_xlat20 = (-u_xlat20) + 1.0;
					    u_xlat20 = u_xlat20 + u_xlat20;
					    u_xlat20 = clamp(u_xlat20, 0.0, 1.0);
					    u_xlat30 = u_xlat20 * -2.0 + 3.0;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat20) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat20 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat11.x = u_xlat11.x;
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat11.x;
					    u_xlat28 = (-u_xlat20) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = max(u_xlat28, 0.00200000009);
					    u_xlat11.x = u_xlat28 * u_xlat28;
					    u_xlat2.xz = u_xlat2.xw * u_xlat2.xw;
					    u_xlat29 = u_xlat28 * u_xlat28 + -1.0;
					    u_xlat29 = u_xlat2.z * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat11.x = u_xlat11.x / u_xlat29;
					    u_xlat28 = u_xlat28 * 0.5;
					    u_xlat29 = u_xlat28 * u_xlat28;
					    u_xlat28 = (-u_xlat28) * u_xlat28 + 1.0;
					    u_xlat28 = u_xlat2.x * u_xlat28 + u_xlat29;
					    u_xlat28 = float(1.0) / float(u_xlat28);
					    u_xlat28 = u_xlat11.x * u_xlat28;
					    u_xlat7.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat11.xz = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat28 = texture(_SpecularMap1, u_xlat11.xz).x;
					    u_xlat11.xz = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat11.x = texture(_SpecularMask1, u_xlat11.xz).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat28 * u_xlat28;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat20 = u_xlat2.z * u_xlat29 + 1.0;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat20 = u_xlat20 * 3.14159012;
					    u_xlat28 = u_xlat28 / u_xlat20;
					    u_xlat0.x = u_xlat0.x * 0.5;
					    u_xlat20 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat2.x * u_xlat0.x + u_xlat20;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat2.xzw = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat2.xzw = max(u_xlat2.xzw, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xzw = min(u_xlat6.xyz, u_xlat2.xzw);
					    u_xlat2.xyz = u_xlat11.xxx * u_xlat2.xzw;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat2.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat1.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "SHADOWS_DEPTH" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2[5];
						vec4 _ShadowMapTexture_TexelSize;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_6[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_14[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_16;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_18[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_20[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_22;
						vec4 _SpecularMap_ST;
						vec4 unused_0_24[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_26[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_28;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_30[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_32[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_40;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_44;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_46[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[8];
						mat4x4 unity_WorldToShadow[4];
						vec4 unused_3_2[12];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(15) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(16) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat11;
					bool u_xlatb11;
					float u_xlat12;
					float u_xlat18;
					vec2 u_xlat20;
					bool u_xlatb20;
					vec2 u_xlat21;
					vec2 u_xlat24;
					float u_xlat27;
					float u_xlat28;
					int u_xlati28;
					float u_xlat29;
					bool u_xlatb29;
					float u_xlat30;
					float u_xlat31;
					float u_xlat32;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD6.yyyy * unity_WorldToLight[1];
					    u_xlat0 = unity_WorldToLight[0] * vs_TEXCOORD6.xxxx + u_xlat0;
					    u_xlat0 = unity_WorldToLight[2] * vs_TEXCOORD6.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_WorldToLight[3];
					    u_xlati1 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati1].xyz;
					    u_xlati28 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].z;
					    u_xlat2.x = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat11.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat11.x = sqrt(u_xlat11.x);
					    u_xlat11.x = (-u_xlat2.x) + u_xlat11.x;
					    u_xlat2.x = unity_ShadowFadeCenterAndType.w * u_xlat11.x + u_xlat2.x;
					    u_xlat2.x = u_xlat2.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb11 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb11){
					        u_xlatb11 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat3.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat3.xyz;
					        u_xlat3.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat3.xyz;
					        u_xlat3.xyz = u_xlat3.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat11.xyz = (bool(u_xlatb11)) ? u_xlat3.xyz : vs_TEXCOORD6.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat3.yzw = u_xlat11.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat3.y * 0.25 + 0.75;
					        u_xlat20.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat3.x = max(u_xlat20.x, u_xlat11.x);
					        u_xlat3 = texture(unity_ProbeVolumeSH, u_xlat3.xzw);
					    } else {
					        u_xlat3.x = float(1.0);
					        u_xlat3.y = float(1.0);
					        u_xlat3.z = float(1.0);
					        u_xlat3.w = float(1.0);
					    }
					    u_xlat11.x = dot(u_xlat3, unity_OcclusionMaskSelector);
					    u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					    u_xlatb20 = u_xlat2.x<0.99000001;
					    if(u_xlatb20){
					        u_xlat3 = vs_TEXCOORD6.yyyy * unity_WorldToShadow[1 / 4][1 % 4];
					        u_xlat3 = unity_WorldToShadow[0 / 4][0 % 4] * vs_TEXCOORD6.xxxx + u_xlat3;
					        u_xlat3 = unity_WorldToShadow[2 / 4][2 % 4] * vs_TEXCOORD6.zzzz + u_xlat3;
					        u_xlat3 = u_xlat3 + unity_WorldToShadow[3 / 4][3 % 4];
					        u_xlat3.xyz = u_xlat3.xyz / u_xlat3.www;
					        u_xlat20.xy = u_xlat3.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5);
					        u_xlat20.xy = floor(u_xlat20.xy);
					        u_xlat3.xy = u_xlat3.xy * _ShadowMapTexture_TexelSize.zw + (-u_xlat20.xy);
					        u_xlat4 = u_xlat3.xxyy + vec4(0.5, 1.0, 0.5, 1.0);
					        u_xlat5.xw = u_xlat4.xz * u_xlat4.xz;
					        u_xlat4.xz = u_xlat5.xw * vec2(0.5, 0.5) + (-u_xlat3.xy);
					        u_xlat6.xy = (-u_xlat3.xy) + vec2(1.0, 1.0);
					        u_xlat24.xy = min(u_xlat3.xy, vec2(0.0, 0.0));
					        u_xlat6.xy = (-u_xlat24.xy) * u_xlat24.xy + u_xlat6.xy;
					        u_xlat3.xy = max(u_xlat3.xy, vec2(0.0, 0.0));
					        u_xlat3.xy = (-u_xlat3.xy) * u_xlat3.xy + u_xlat4.yw;
					        u_xlat7.x = u_xlat4.x;
					        u_xlat7.y = u_xlat6.x;
					        u_xlat7.z = u_xlat3.x;
					        u_xlat7.w = u_xlat5.x;
					        u_xlat7 = u_xlat7 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5.x = u_xlat4.z;
					        u_xlat5.y = u_xlat6.y;
					        u_xlat5.z = u_xlat3.y;
					        u_xlat4 = u_xlat5 * vec4(0.444440007, 0.444440007, 0.444440007, 0.222220004);
					        u_xlat5 = u_xlat7.ywyw + u_xlat7.xzxz;
					        u_xlat6 = u_xlat4.yyww + u_xlat4.xxzz;
					        u_xlat3.xy = u_xlat7.yw / u_xlat5.zw;
					        u_xlat3.xy = u_xlat3.xy + vec2(-1.5, 0.5);
					        u_xlat4.xy = u_xlat4.yw / u_xlat6.yw;
					        u_xlat4.xy = u_xlat4.xy + vec2(-1.5, 0.5);
					        u_xlat7.xy = u_xlat3.xy * _ShadowMapTexture_TexelSize.xx;
					        u_xlat7.zw = u_xlat4.xy * _ShadowMapTexture_TexelSize.yy;
					        u_xlat4 = u_xlat5 * u_xlat6;
					        u_xlat5 = u_xlat20.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xzyz;
					        vec3 txVec0 = vec3(u_xlat5.xy,u_xlat3.z);
					        u_xlat3.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        vec3 txVec1 = vec3(u_xlat5.zw,u_xlat3.z);
					        u_xlat12 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat12 = u_xlat12 * u_xlat4.y;
					        u_xlat3.x = u_xlat4.x * u_xlat3.x + u_xlat12;
					        u_xlat5 = u_xlat20.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat7.xwyw;
					        vec3 txVec2 = vec3(u_xlat5.xy,u_xlat3.z);
					        u_xlat20.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat20.x = u_xlat4.z * u_xlat20.x + u_xlat3.x;
					        vec3 txVec3 = vec3(u_xlat5.zw,u_xlat3.z);
					        u_xlat29 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat20.x = u_xlat4.w * u_xlat29 + u_xlat20.x;
					        u_xlat29 = (-_LightShadowData.x) + 1.0;
					        u_xlat20.x = u_xlat20.x * u_xlat29 + _LightShadowData.x;
					    } else {
					        u_xlat20.x = 1.0;
					    }
					    u_xlat11.x = (-u_xlat20.x) + u_xlat11.x;
					    u_xlat2.x = u_xlat2.x * u_xlat11.x + u_xlat20.x;
					    u_xlatb11 = 0.0<u_xlat0.z;
					    u_xlat11.x = u_xlatb11 ? 1.0 : float(0.0);
					    u_xlat20.xy = u_xlat0.xy / u_xlat0.ww;
					    u_xlat20.xy = u_xlat20.xy + vec2(0.5, 0.5);
					    u_xlat27 = texture(_LightTexture0, u_xlat20.xy).w;
					    u_xlat27 = u_xlat27 * u_xlat11.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTextureB0, u_xlat0.xx).x;
					    u_xlat0.x = u_xlat0.x * u_xlat27;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat11.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat11.xyz = (bool(u_xlatb9)) ? u_xlat11.xyz : (-u_xlat11.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xxx;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat30 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat30 = min(u_xlat30, 1.0);
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = sqrt(u_xlat30);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat30) * u_xlat11.xyz + u_xlat9.xyz;
					    u_xlat11.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat11.x = inversesqrt(u_xlat11.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat11.xxx;
					    u_xlat11.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat4.xyz = u_xlat11.xyz * vec3(u_xlat30);
					    u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat30) + u_xlat1.xyz;
					    u_xlat30 = dot(u_xlat11.xyz, u_xlat11.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat11.xyz = u_xlat11.xyz * vec3(u_xlat30);
					    u_xlat30 = dot(u_xlat9.xyz, u_xlat11.xyz);
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat2.y = dot(u_xlat4.xyz, u_xlat11.xyz);
					    u_xlat2.y = clamp(u_xlat2.y, 0.0, 1.0);
					    u_xlat20.x = dot(u_xlat9.xyz, u_xlat4.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb29 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb29){
					        u_xlat4.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat29 = texture(_SpawnInNoise, u_xlat4.xy).x;
					        u_xlat29 = u_xlat29 * _SpawnInAlpha;
					        u_xlat4.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat5.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat31 = dot(u_xlat5.xyz, u_xlat4.xyz);
					        u_xlat4.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat4.x = u_xlat31 / u_xlat4.x;
					        u_xlat4.x = (-u_xlat4.x) + 1.0;
					        u_xlat4.x = u_xlat4.x + _SpawnInAlpha;
					        u_xlat4.x = u_xlat4.x + _SpawnInEmissionOffset;
					        u_xlat29 = u_xlat29 * _SpawnInNoiseIntensity + u_xlat4.x;
					        u_xlat29 = u_xlat29 + -1.0;
					        u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					        u_xlat4.xyz = vec3(u_xlat29) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat4.x = float(0.0);
					        u_xlat4.y = float(0.0);
					        u_xlat4.z = float(0.0);
					    }
					    u_xlat29 = max(u_xlat2.x, 0.5);
					    u_xlat5.xyz = vec3(u_xlat29) * _LightColor0.xyz;
					    u_xlat29 = u_xlat20.x * 0.5 + 0.5;
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = u_xlat29 + u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat31 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * u_xlat31;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat29 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat31 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat32 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat20.x = u_xlat20.x;
					    u_xlat20.x = clamp(u_xlat20.x, 0.0, 1.0);
					    u_xlat0.x = u_xlat2.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat20.x;
					    u_xlat2.x = (-u_xlat29) + 1.0;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat31) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat2.xy = u_xlat2.xy * u_xlat2.xy;
					    u_xlat2.x = max(u_xlat2.x, 0.00200000009);
					    u_xlat20.x = u_xlat2.x * u_xlat2.x;
					    u_xlat29 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat2.x * u_xlat2.x + -1.0;
					    u_xlat30 = u_xlat29 * u_xlat30 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat20.x = u_xlat20.x / u_xlat30;
					    u_xlat2.x = u_xlat2.x * 0.5;
					    u_xlat30 = u_xlat2.x * u_xlat2.x;
					    u_xlat2.x = (-u_xlat2.x) * u_xlat2.x + 1.0;
					    u_xlat2.x = u_xlat2.y * u_xlat2.x + u_xlat30;
					    u_xlat2.x = float(1.0) / float(u_xlat2.x);
					    u_xlat2.x = u_xlat20.x * u_xlat2.x;
					    u_xlat7.xyz = u_xlat2.xxx * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat2.xz = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat2.x = texture(_SpecularMap1, u_xlat2.xz).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat20.x = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat2.x = (-u_xlat2.x) + 1.0;
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat2.x * u_xlat2.x;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat2.x = u_xlat0.x * u_xlat0.x;
					    u_xlat30 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat29 = u_xlat29 * u_xlat30 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat2.x = u_xlat2.x / u_xlat29;
					    u_xlat0.x = u_xlat0.x * 0.5;
					    u_xlat29 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat2.y * u_xlat0.x + u_xlat29;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat2.x * u_xlat0.x;
					    u_xlat2.xyw = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat2.xyw = max(u_xlat2.xyw, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyw = min(u_xlat6.xyz, u_xlat2.xyw);
					    u_xlat2.xyz = u_xlat20.xxx * u_xlat2.xyw;
					    u_xlat2.xyz = u_xlat7.xyz * vec3(u_xlat32) + u_xlat2.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat5.xyz;
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat2.xyz;
					    u_xlat3.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat2.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_StereoMatrixV[(u_xlati28 + 1) / 4][(u_xlati28 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati28 / 4][u_xlati28 % 4].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati28 + 2) / 4][(u_xlati28 + 2) % 4].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat1.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_20[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_22[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_30;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_34;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(6) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 8) in  vec4 vs_TEXCOORD16;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec3 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec2 u_xlat21;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat1.x = unity_MatrixV[0].z;
					    u_xlat1.y = unity_MatrixV[1].z;
					    u_xlat1.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat1.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat1.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.x = (-u_xlat27) + u_xlat1.x;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat1.x + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb1 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb1){
					        u_xlatb1 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat10.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat10.xyz;
					        u_xlat10.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat10.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat1.xyz = (bool(u_xlatb1)) ? u_xlat10.xyz : vs_TEXCOORD6.xyz;
					        u_xlat1.xyz = u_xlat1.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat1.yzw = u_xlat1.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat1.y * 0.25 + 0.75;
					        u_xlat2.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat1.x = max(u_xlat10.x, u_xlat2.x);
					        u_xlat1 = texture(unity_ProbeVolumeSH, u_xlat1.xzw);
					    } else {
					        u_xlat1.x = float(1.0);
					        u_xlat1.y = float(1.0);
					        u_xlat1.z = float(1.0);
					        u_xlat1.w = float(1.0);
					    }
					    u_xlat1.x = dot(u_xlat1, unity_OcclusionMaskSelector);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat10.xy = vs_TEXCOORD16.xy / vs_TEXCOORD16.ww;
					    u_xlat10.x = texture(_ShadowMapTexture, u_xlat10.xy).x;
					    u_xlat1.x = (-u_xlat10.x) + u_xlat1.x;
					    u_xlat27 = u_xlat27 * u_xlat1.x + u_xlat10.x;
					    u_xlat1.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat10.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat10.x = inversesqrt(u_xlat10.x);
					    u_xlat10.xyz = u_xlat10.xxx * vs_TEXCOORD2.xyz;
					    u_xlat2.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat1.x);
					    u_xlat10.xyz = (bool(u_xlatb1)) ? u_xlat10.xyz : (-u_xlat10.xyz);
					    u_xlat3.xyz = (bool(u_xlatb1)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat2.xyz = (bool(u_xlatb1)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4.xyz = texture(_MainTex, u_xlat4.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat1.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat1.x = min(u_xlat1.x, 1.0);
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat5.yyy;
					    u_xlat2.xyz = u_xlat5.xxx * u_xlat3.xyz + u_xlat2.xyz;
					    u_xlat1.xyz = u_xlat1.xxx * u_xlat10.xyz + u_xlat2.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat1.xyz = vec3(u_xlat28) * u_xlat1.xyz;
					    u_xlat28 = dot(u_xlat1.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat4.xyz = u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlatb2 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb2){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat2.x = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat2.x = u_xlat2.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat3.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat3.x = dot(u_xlat3.xyz, u_xlat11.xyz);
					        u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat11.x = u_xlat3.x / u_xlat11.x;
					        u_xlat11.x = (-u_xlat11.x) + 1.0;
					        u_xlat11.x = u_xlat11.x + _SpawnInAlpha;
					        u_xlat11.x = u_xlat11.x + _SpawnInEmissionOffset;
					        u_xlat2.x = u_xlat2.x * _SpawnInNoiseIntensity + u_xlat11.x;
					        u_xlat2.x = u_xlat2.x + -1.0;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat2.xyz = u_xlat2.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat27 = max(u_xlat27, 0.5);
					    u_xlat3.xyz = vec3(u_xlat27) * _LightColor0.xyz;
					    u_xlat27 = u_xlat28 * 0.5 + 0.5;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = u_xlat27 + u_xlat27;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat28 = u_xlat27 * -2.0 + 3.0;
					    u_xlat27 = u_xlat27 * u_xlat27;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat27) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat27 = texture(_SpecularMask, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat27) + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat27 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat3.xyz + u_xlat4.xyz;
					    u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb27){
					        u_xlatb27 = _RefractionEnabled==1.0;
					        if(u_xlatb27){
					            u_xlat27 = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat27;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat27 = dot(u_xlat0.xyz, u_xlat0.xyz);
					            u_xlat27 = inversesqrt(u_xlat27);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat0.xyz;
					            u_xlat27 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat1.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat1.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat1.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz * vec3(9.99999975e-06, 9.99999975e-06, 9.99999975e-06);
					    SV_Target0.w = 9.99999975e-06;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainTex_ST;
						vec4 unused_0_4[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_12[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_14;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_16[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_18[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_20[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_22[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_30;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_34;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_36[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  sampler2D _MainTex;
					UNITY_LOCATION(4) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(5) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(6) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(7) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(9) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 8) in  vec4 vs_TEXCOORD16;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					int u_xlati0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					bool u_xlatb10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec2 u_xlat19;
					float u_xlat20;
					vec2 u_xlat21;
					float u_xlat27;
					int u_xlati27;
					float u_xlat28;
					float u_xlat29;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat1.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat1.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat1.x = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat10.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat10.x = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat10.x = sqrt(u_xlat10.x);
					    u_xlat10.x = (-u_xlat1.x) + u_xlat10.x;
					    u_xlat1.x = unity_ShadowFadeCenterAndType.w * u_xlat10.x + u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * _LightShadowData.z + _LightShadowData.w;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlatb10 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb10){
					        u_xlatb10 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat10.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : vs_TEXCOORD6.xyz;
					        u_xlat10.xyz = u_xlat10.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat10.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat10.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat19.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat19.x, u_xlat10.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat10.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat10.x = clamp(u_xlat10.x, 0.0, 1.0);
					    u_xlat19.xy = vs_TEXCOORD16.xy / vs_TEXCOORD16.ww;
					    u_xlat19.x = texture(_ShadowMapTexture, u_xlat19.xy).x;
					    u_xlat10.x = (-u_xlat19.x) + u_xlat10.x;
					    u_xlat1.x = u_xlat1.x * u_xlat10.x + u_xlat19.x;
					    u_xlat10.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat19.x = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat19.x = inversesqrt(u_xlat19.x);
					    u_xlat2.xyz = u_xlat19.xxx * vs_TEXCOORD2.xyz;
					    u_xlat19.x = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat19.x = inversesqrt(u_xlat19.x);
					    u_xlat3.xyz = u_xlat19.xxx * vs_TEXCOORD5.xyz;
					    u_xlatb10 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat10.x);
					    u_xlat2.xyz = (bool(u_xlatb10)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb10)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat10.xyz = (bool(u_xlatb10)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat29 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat29 = min(u_xlat29, 1.0);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat10.xyz = u_xlat10.xyz * u_xlat5.yyy;
					    u_xlat10.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat10.xyz;
					    u_xlat10.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat10.xyz;
					    u_xlat2.x = dot(u_xlat10.xyz, u_xlat10.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat10.xyz = u_xlat10.xyz * u_xlat2.xxx;
					    u_xlat2.x = dot(u_xlat10.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb11 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb11){
					        u_xlat11.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat11.x = texture(_SpawnInNoise, u_xlat11.xy).x;
					        u_xlat11.x = u_xlat11.x * _SpawnInAlpha;
					        u_xlat4.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat5.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat20 = dot(u_xlat5.xyz, u_xlat4.xyz);
					        u_xlat29 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat20 = u_xlat20 / u_xlat29;
					        u_xlat20 = (-u_xlat20) + 1.0;
					        u_xlat20 = u_xlat20 + _SpawnInAlpha;
					        u_xlat20 = u_xlat20 + _SpawnInEmissionOffset;
					        u_xlat11.x = u_xlat11.x * _SpawnInNoiseIntensity + u_xlat20;
					        u_xlat11.x = u_xlat11.x + -1.0;
					        u_xlat11.x = clamp(u_xlat11.x, 0.0, 1.0);
					        u_xlat11.xyz = u_xlat11.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat11.x = float(0.0);
					        u_xlat11.y = float(0.0);
					        u_xlat11.z = float(0.0);
					    }
					    u_xlat1.x = max(u_xlat1.x, 0.5);
					    u_xlat4.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat1.x = u_xlat2.x * 0.5 + 0.5;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat1.x + u_xlat1.x;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat2.x = u_xlat1.x * -2.0 + 3.0;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat1.xxx * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat1.x = texture(_SpecularMask, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat2.x = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = u_xlat2.xxx * u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat1.xxx + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat1.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat1.x = (-u_xlat1.x) + 1.0;
					    u_xlat6.xyz = u_xlat1.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat11.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb1){
					        u_xlatb1 = _RefractionEnabled==1.0;
					        if(u_xlatb1){
					            u_xlat1.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat1.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat1.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					            u_xlat1.x = inversesqrt(u_xlat1.x);
					            u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					            u_xlat1.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat10.yy * unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].xy * u_xlat10.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].xy * u_xlat10.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat1.xx * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat10.xyz, u_xlat0.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz * vec3(9.99999975e-06, 9.99999975e-06, 9.99999975e-06);
					    SV_Target0.w = 9.99999975e-06;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(1) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(10) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 8) in  vec4 vs_TEXCOORD16;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat11;
					float u_xlat18;
					vec2 u_xlat21;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD6.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD6.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD6.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat27 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat27 = sqrt(u_xlat27);
					    u_xlat27 = (-u_xlat18) + u_xlat27;
					    u_xlat18 = unity_ShadowFadeCenterAndType.w * u_xlat27 + u_xlat18;
					    u_xlat18 = u_xlat18 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    u_xlatb27 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb27){
					        u_xlatb27 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb27)) ? u_xlat2.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat27 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat28 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat27, u_xlat28);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat27 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD16.xy / vs_TEXCOORD16.ww;
					    u_xlat28 = texture(_ShadowMapTexture, u_xlat2.xy).x;
					    u_xlat27 = u_xlat27 + (-u_xlat28);
					    u_xlat18 = u_xlat18 * u_xlat27 + u_xlat28;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb2 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb2){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat2.x = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat2.x = u_xlat2.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat4.xyz, u_xlat11.xyz);
					        u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat11.x = u_xlat30 / u_xlat11.x;
					        u_xlat11.x = (-u_xlat11.x) + 1.0;
					        u_xlat11.x = u_xlat11.x + _SpawnInAlpha;
					        u_xlat11.x = u_xlat11.x + _SpawnInEmissionOffset;
					        u_xlat2.x = u_xlat2.x * _SpawnInNoiseIntensity + u_xlat11.x;
					        u_xlat2.x = u_xlat2.x + -1.0;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat2.xyz = u_xlat2.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat4.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat28 * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat28 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat1.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _ShadowMapTexture;
					UNITY_LOCATION(1) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  sampler2D _MainTex;
					UNITY_LOCATION(5) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(6) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(7) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(8) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(10) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 8) in  vec4 vs_TEXCOORD16;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					float u_xlat11;
					float u_xlat18;
					int u_xlati18;
					bool u_xlatb18;
					vec2 u_xlat21;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD6.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * vs_TEXCOORD6.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * vs_TEXCOORD6.zz + u_xlat0.xy;
					    u_xlat0.xy = u_xlat0.xy + unity_WorldToLight[3].xy;
					    u_xlati18 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati18].xyz;
					    u_xlati18 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat28 = (-u_xlat27) + u_xlat28;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat28 + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb28){
					        u_xlatb28 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb28)) ? u_xlat2.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat28 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat28, u_xlat11);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat28 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.xy = vs_TEXCOORD16.xy / vs_TEXCOORD16.ww;
					    u_xlat2.x = texture(_ShadowMapTexture, u_xlat2.xy).x;
					    u_xlat28 = u_xlat28 + (-u_xlat2.x);
					    u_xlat27 = u_xlat27 * u_xlat28 + u_xlat2.x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xy).w;
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat27 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat2.xyz = vec3(u_xlat27) * vs_TEXCOORD2.xyz;
					    u_xlat27 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat27 = inversesqrt(u_xlat27);
					    u_xlat3.xyz = vec3(u_xlat27) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat9.xz = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xz).xyz;
					    u_xlat9.xz = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xz).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xz = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat9.xz, u_xlat9.xz);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.zzz;
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb27){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat27 = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat27 = u_xlat27 * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat28 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat28 = u_xlat28 / u_xlat29;
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat28 = u_xlat28 + _SpawnInAlpha;
					        u_xlat28 = u_xlat28 + _SpawnInEmissionOffset;
					        u_xlat27 = u_xlat27 * _SpawnInNoiseIntensity + u_xlat28;
					        u_xlat27 = u_xlat27 + -1.0;
					        u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					        u_xlat3.xyz = vec3(u_xlat27) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat4.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat9.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat0.xyw = u_xlat0.xxx * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat0.xyw = clamp(u_xlat0.xyw, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat28 = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat29 = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat28) + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat28 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat0.xyw * vec3(u_xlat28);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyw = u_xlat3.xyz * u_xlat0.xyw + u_xlat4.xyz;
					    u_xlatb28 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb28){
					        u_xlatb28 = _RefractionEnabled==1.0;
					        if(u_xlatb28){
					            u_xlat28 = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat28;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat28 = inversesqrt(u_xlat28);
					            u_xlat1.xyz = vec3(u_xlat28) * u_xlat1.xyz;
					            u_xlat28 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati18 + 1) / 4][(u_xlati18 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati18 / 4][u_xlati18 % 4].xy * u_xlat2.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati18 + 2) / 4][(u_xlati18 + 2) % 4].xy * u_xlat2.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat28) * u_xlat4.xy;
					            u_xlat18 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat18) * u_xlat4.xy;
					            u_xlat18 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat18 = (-u_xlat18) + 1.0;
					            u_xlat1.xy = vec2(u_xlat18) * u_xlat21.xy;
					            u_xlat18 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat18);
					            u_xlatb18 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb18){
					                u_xlat10.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat18 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat18) + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat18 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat18) + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb18){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat18 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat18 = (-_GrabPassBlendFactor) * u_xlat18 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat0.xyw) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat18) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyw + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat18) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat18) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyw + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat18) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat18) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyw + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyw + (-u_xlat1.xyz);
					            u_xlat0.xyw = vec3(u_xlat18) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyw;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(8) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(15) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					float u_xlat11;
					float u_xlat18;
					vec2 u_xlat21;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					bool u_xlatb29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat28 = (-u_xlat27) + u_xlat28;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat28 + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb28){
					        u_xlatb28 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb28)) ? u_xlat2.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat28 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat28, u_xlat11);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat28 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					    u_xlat29 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					    u_xlat29 = max(abs(u_xlat2.z), u_xlat29);
					    u_xlat29 = u_xlat29 + (-_LightProjectionParams.z);
					    u_xlat29 = max(u_xlat29, 9.99999975e-06);
					    u_xlat29 = u_xlat29 * _LightProjectionParams.w;
					    u_xlat29 = _LightProjectionParams.y / u_xlat29;
					    u_xlat29 = u_xlat29 + (-_LightProjectionParams.x);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    vec4 txVec0 = vec4(u_xlat2.xyz,u_xlat29);
					    u_xlat2.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11 = (-_LightShadowData.x) + 1.0;
					    u_xlat2.x = u_xlat2.x * u_xlat11 + _LightShadowData.x;
					    u_xlat28 = u_xlat28 + (-u_xlat2.x);
					    u_xlat27 = u_xlat27 * u_xlat28 + u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat1.xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.yyy;
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat4.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.xxx + u_xlat1.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat9.y = dot(u_xlat4.xyz, u_xlat3.xyz);
					    u_xlat9.y = clamp(u_xlat9.y, 0.0, 1.0);
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb29 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb29){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat29 = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat29 = u_xlat29 * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat3.x = u_xlat30 / u_xlat3.x;
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat3.x = u_xlat3.x + _SpawnInAlpha;
					        u_xlat3.x = u_xlat3.x + _SpawnInEmissionOffset;
					        u_xlat29 = u_xlat29 * _SpawnInNoiseIntensity + u_xlat3.x;
					        u_xlat29 = u_xlat29 + -1.0;
					        u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					        u_xlat3.xyz = vec3(u_xlat29) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat29 = max(u_xlat27, 0.5);
					    u_xlat4.xyz = vec3(u_xlat29) * _LightColor0.xyz;
					    u_xlat29 = u_xlat28 * 0.5 + 0.5;
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = u_xlat29 + u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat29 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat28 = u_xlat28;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat9.z = (-u_xlat29) + 1.0;
					    u_xlat9.z = clamp(u_xlat9.z, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat5.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat27 = max(u_xlat9.z, 0.00200000009);
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat29 = u_xlat27 * u_xlat27 + -1.0;
					    u_xlat29 = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat28 = u_xlat28 / u_xlat29;
					    u_xlat27 = u_xlat27 * 0.5;
					    u_xlat29 = u_xlat27 * u_xlat27;
					    u_xlat27 = (-u_xlat27) * u_xlat27 + 1.0;
					    u_xlat27 = u_xlat9.y * u_xlat27 + u_xlat29;
					    u_xlat27 = float(1.0) / float(u_xlat27);
					    u_xlat27 = u_xlat28 * u_xlat27;
					    u_xlat7.xyz = vec3(u_xlat27) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat27 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat27 * u_xlat27;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat0.y = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat0.yw = u_xlat0.yx * u_xlat0.yx;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 3.14159012);
					    u_xlat9.x = u_xlat0.w / u_xlat0.y;
					    u_xlat27 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat9.y * u_xlat0.x + u_xlat27;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat9.x * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.xyz = max(u_xlat0.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = min(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat0.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat27 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat0.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb27){
					        u_xlatb27 = _RefractionEnabled==1.0;
					        if(u_xlatb27){
					            u_xlat27 = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat27;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat27 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat2.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat2.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat2.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat21.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(8) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(15) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					bool u_xlatb3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					vec3 u_xlat12;
					float u_xlat18;
					float u_xlat20;
					vec2 u_xlat21;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					float u_xlat32;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat11.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					    u_xlat3.x = max(abs(u_xlat11.y), abs(u_xlat11.x));
					    u_xlat3.x = max(abs(u_xlat11.z), u_xlat3.x);
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					    u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					    u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					    u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    vec4 txVec0 = vec4(u_xlat11.xyz,u_xlat3.x);
					    u_xlat11.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat20 = (-_LightShadowData.x) + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat1.xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat29 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat29 = min(u_xlat29, 1.0);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.yyy;
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat4.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.xxx + u_xlat1.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat9.y = dot(u_xlat4.xyz, u_xlat3.xyz);
					    u_xlat9.y = clamp(u_xlat9.y, 0.0, 1.0);
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb3 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb3){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat3.x = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat3.x = u_xlat3.x * _SpawnInAlpha;
					        u_xlat12.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat4.x = dot(u_xlat4.xyz, u_xlat12.xyz);
					        u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					        u_xlat12.x = u_xlat4.x / u_xlat12.x;
					        u_xlat12.x = (-u_xlat12.x) + 1.0;
					        u_xlat12.x = u_xlat12.x + _SpawnInAlpha;
					        u_xlat12.x = u_xlat12.x + _SpawnInEmissionOffset;
					        u_xlat3.x = u_xlat3.x * _SpawnInNoiseIntensity + u_xlat12.x;
					        u_xlat3.x = u_xlat3.x + -1.0;
					        u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					        u_xlat3.xyz = u_xlat3.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat30 = max(u_xlat28, 0.5);
					    u_xlat4.xyz = vec3(u_xlat30) * _LightColor0.xyz;
					    u_xlat30 = u_xlat29 * 0.5 + 0.5;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 + u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat30 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat31 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat32 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat29 = u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat29;
					    u_xlat28 = (-u_xlat30) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat5.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat31) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = max(u_xlat28, 0.00200000009);
					    u_xlat29 = u_xlat28 * u_xlat28;
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat30 = u_xlat28 * u_xlat28 + -1.0;
					    u_xlat30 = u_xlat9.x * u_xlat30 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat29 = u_xlat29 / u_xlat30;
					    u_xlat28 = u_xlat28 * 0.5;
					    u_xlat30 = u_xlat28 * u_xlat28;
					    u_xlat28 = (-u_xlat28) * u_xlat28 + 1.0;
					    u_xlat28 = u_xlat9.y * u_xlat28 + u_xlat30;
					    u_xlat28 = float(1.0) / float(u_xlat28);
					    u_xlat28 = u_xlat29 * u_xlat28;
					    u_xlat7.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat28 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat29 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat28 * u_xlat28;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat30 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat30 + 1.0;
					    u_xlat0.y = u_xlat9.x * u_xlat9.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 3.14159012);
					    u_xlat9.x = u_xlat28 / u_xlat0.y;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat9.y * u_xlat0.x + u_xlat28;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat9.x * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.xyz = max(u_xlat0.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = min(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = vec3(u_xlat29) * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * vec3(u_xlat32) + u_xlat0.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat28 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat0.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlatb28 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb28){
					        u_xlatb28 = _RefractionEnabled==1.0;
					        if(u_xlatb28){
					            u_xlat28 = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat28;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat28 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].xy * u_xlat2.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].xy * u_xlat2.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat28) * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat21.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(8) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(15) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					float u_xlat11;
					float u_xlat18;
					vec2 u_xlat21;
					float u_xlat27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					bool u_xlatb29;
					float u_xlat30;
					float u_xlat31;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat28 = (-u_xlat27) + u_xlat28;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat28 + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb28){
					        u_xlatb28 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb28)) ? u_xlat2.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat28 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat11 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat28, u_xlat11);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat28 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = u_xlat27<0.99000001;
					    if(u_xlatb2){
					        u_xlat2.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					        u_xlat29 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					        u_xlat29 = max(abs(u_xlat2.z), u_xlat29);
					        u_xlat29 = u_xlat29 + (-_LightProjectionParams.z);
					        u_xlat29 = max(u_xlat29, 9.99999975e-06);
					        u_xlat29 = u_xlat29 * _LightProjectionParams.w;
					        u_xlat29 = _LightProjectionParams.y / u_xlat29;
					        u_xlat29 = u_xlat29 + (-_LightProjectionParams.x);
					        u_xlat29 = (-u_xlat29) + 1.0;
					        u_xlat3.xyz = u_xlat2.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat3.xyz,u_xlat29);
					        u_xlat3.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat4.xyz,u_xlat29);
					        u_xlat3.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat4.xyz,u_xlat29);
					        u_xlat3.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat2.xyz = u_xlat2.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat2.xyz,u_xlat29);
					        u_xlat3.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat2.x = dot(u_xlat3, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat11 = (-_LightShadowData.x) + 1.0;
					        u_xlat2.x = u_xlat2.x * u_xlat11 + _LightShadowData.x;
					    } else {
					        u_xlat2.x = 1.0;
					    }
					    u_xlat28 = u_xlat28 + (-u_xlat2.x);
					    u_xlat27 = u_xlat27 * u_xlat28 + u_xlat2.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat1.xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.yyy;
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat4.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.xxx + u_xlat1.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat9.y = dot(u_xlat4.xyz, u_xlat3.xyz);
					    u_xlat9.y = clamp(u_xlat9.y, 0.0, 1.0);
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb29 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb29){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat29 = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat29 = u_xlat29 * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat3.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat3.x = u_xlat30 / u_xlat3.x;
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat3.x = u_xlat3.x + _SpawnInAlpha;
					        u_xlat3.x = u_xlat3.x + _SpawnInEmissionOffset;
					        u_xlat29 = u_xlat29 * _SpawnInNoiseIntensity + u_xlat3.x;
					        u_xlat29 = u_xlat29 + -1.0;
					        u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					        u_xlat3.xyz = vec3(u_xlat29) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat29 = max(u_xlat27, 0.5);
					    u_xlat4.xyz = vec3(u_xlat29) * _LightColor0.xyz;
					    u_xlat29 = u_xlat28 * 0.5 + 0.5;
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = u_xlat29 + u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat30 = u_xlat29 * -2.0 + 3.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat29) * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat29 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat31 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat28 = u_xlat28;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat9.z = (-u_xlat29) + 1.0;
					    u_xlat9.z = clamp(u_xlat9.z, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat5.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat27 = max(u_xlat9.z, 0.00200000009);
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat29 = u_xlat27 * u_xlat27 + -1.0;
					    u_xlat29 = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat29 = u_xlat29 * u_xlat29;
					    u_xlat29 = u_xlat29 * 3.14159012;
					    u_xlat28 = u_xlat28 / u_xlat29;
					    u_xlat27 = u_xlat27 * 0.5;
					    u_xlat29 = u_xlat27 * u_xlat27;
					    u_xlat27 = (-u_xlat27) * u_xlat27 + 1.0;
					    u_xlat27 = u_xlat9.y * u_xlat27 + u_xlat29;
					    u_xlat27 = float(1.0) / float(u_xlat27);
					    u_xlat27 = u_xlat28 * u_xlat27;
					    u_xlat7.xyz = vec3(u_xlat27) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat27 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat29 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat27 * u_xlat27;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat29 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat0.y = u_xlat9.x * u_xlat29 + 1.0;
					    u_xlat0.yw = u_xlat0.yx * u_xlat0.yx;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 3.14159012);
					    u_xlat9.x = u_xlat0.w / u_xlat0.y;
					    u_xlat27 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat9.y * u_xlat0.x + u_xlat27;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat9.x * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.xyz = max(u_xlat0.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = min(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * vec3(u_xlat31) + u_xlat0.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat27 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat27 = (-u_xlat27) + 1.0;
					    u_xlat6.xyz = vec3(u_xlat27) * u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat0.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb27){
					        u_xlatb27 = _RefractionEnabled==1.0;
					        if(u_xlatb27){
					            u_xlat27 = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat27;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat27 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat2.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat2.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat2.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat21.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[10];
						vec4 _SpecularMetallicMap_ST;
						vec4 unused_0_21;
						vec4 _SpecularMap_ST;
						vec4 unused_0_23[9];
						vec4 _SpecularMask_ST;
						vec4 unused_0_25[9];
						vec4 _SpecularMetallicMap1_ST;
						vec4 unused_0_27;
						vec4 _SpecularMap1_ST;
						vec4 unused_0_29[7];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_31[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_39;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_43;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_45[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTexture0;
					UNITY_LOCATION(1) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(2) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(3) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(4) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(5) uniform  sampler2D _MainTex;
					UNITY_LOCATION(6) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(7) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(8) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(9) uniform  sampler2D _SpecularMetallicMap;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMap;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(12) uniform  sampler2D _SpecularMetallicMap1;
					UNITY_LOCATION(13) uniform  sampler2D _SpecularMap1;
					UNITY_LOCATION(14) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(15) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					bool u_xlatb3;
					vec4 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					float u_xlat18;
					float u_xlat20;
					vec2 u_xlat21;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					float u_xlat32;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					        u_xlat3.x = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat3.x = max(abs(u_xlat11.z), u_xlat3.x);
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					        u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					        u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					        u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat12.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat12.xyz,u_xlat3.x);
					        u_xlat4.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat12.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat12.xyz,u_xlat3.x);
					        u_xlat4.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat12.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat12.xyz,u_xlat3.x);
					        u_xlat4.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat3.x);
					        u_xlat4.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat4, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xx).x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat9.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat1.xyz = u_xlat9.xxx * u_xlat1.xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat29 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat29 = min(u_xlat29, 1.0);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    u_xlat29 = sqrt(u_xlat29);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.yyy;
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat29) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat4.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.xxx + u_xlat1.xyz;
					    u_xlat9.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat3.xyz);
					    u_xlat9.x = clamp(u_xlat9.x, 0.0, 1.0);
					    u_xlat9.y = dot(u_xlat4.xyz, u_xlat3.xyz);
					    u_xlat9.y = clamp(u_xlat9.y, 0.0, 1.0);
					    u_xlat29 = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb3 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb3){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat3.x = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat3.x = u_xlat3.x * _SpawnInAlpha;
					        u_xlat12.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat4.x = dot(u_xlat4.xyz, u_xlat12.xyz);
					        u_xlat12.x = dot(u_xlat12.xyz, u_xlat12.xyz);
					        u_xlat12.x = u_xlat4.x / u_xlat12.x;
					        u_xlat12.x = (-u_xlat12.x) + 1.0;
					        u_xlat12.x = u_xlat12.x + _SpawnInAlpha;
					        u_xlat12.x = u_xlat12.x + _SpawnInEmissionOffset;
					        u_xlat3.x = u_xlat3.x * _SpawnInNoiseIntensity + u_xlat12.x;
					        u_xlat3.x = u_xlat3.x + -1.0;
					        u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					        u_xlat3.xyz = u_xlat3.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat30 = max(u_xlat28, 0.5);
					    u_xlat4.xyz = vec3(u_xlat30) * _LightColor0.xyz;
					    u_xlat30 = u_xlat29 * 0.5 + 0.5;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 + u_xlat30;
					    u_xlat30 = clamp(u_xlat30, 0.0, 1.0);
					    u_xlat31 = u_xlat30 * -2.0 + 3.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * u_xlat31;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat30) * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMap_ST.xy + _SpecularMap_ST.zw;
					    u_xlat30 = texture(_SpecularMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap_ST.xy + _SpecularMetallicMap_ST.zw;
					    u_xlat31 = texture(_SpecularMetallicMap, u_xlat6.xy).x;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat32 = texture(_SpecularMask, u_xlat6.xy).x;
					    u_xlat29 = u_xlat29;
					    u_xlat29 = clamp(u_xlat29, 0.0, 1.0);
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat29;
					    u_xlat28 = (-u_xlat30) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = u_xlat5.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat7.xyz = vec3(u_xlat31) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat7.xyz = u_xlat7.xyz * _LightColor0.xyz;
					    u_xlat7.xyz = u_xlat0.xxx * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat28 = max(u_xlat28, 0.00200000009);
					    u_xlat29 = u_xlat28 * u_xlat28;
					    u_xlat9.xy = u_xlat9.xy * u_xlat9.xy;
					    u_xlat30 = u_xlat28 * u_xlat28 + -1.0;
					    u_xlat30 = u_xlat9.x * u_xlat30 + 1.0;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat30 = u_xlat30 * 3.14159012;
					    u_xlat29 = u_xlat29 / u_xlat30;
					    u_xlat28 = u_xlat28 * 0.5;
					    u_xlat30 = u_xlat28 * u_xlat28;
					    u_xlat28 = (-u_xlat28) * u_xlat28 + 1.0;
					    u_xlat28 = u_xlat9.y * u_xlat28 + u_xlat30;
					    u_xlat28 = float(1.0) / float(u_xlat28);
					    u_xlat28 = u_xlat29 * u_xlat28;
					    u_xlat7.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat8.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = min(u_xlat8.xyz, u_xlat7.xyz);
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMap1_ST.xy + _SpecularMap1_ST.zw;
					    u_xlat28 = texture(_SpecularMap1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat29 = texture(_SpecularMask1, u_xlat8.xy).x;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _SpecularMetallicMap1_ST.xy + _SpecularMetallicMap1_ST.zw;
					    u_xlat30 = texture(_SpecularMetallicMap1, u_xlat8.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat6.xyz = vec3(u_xlat30) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat6.xyz = u_xlat6.xyz * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.x = u_xlat28 * u_xlat28;
					    u_xlat0.x = max(u_xlat0.x, 0.00200000009);
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat30 = u_xlat0.x * u_xlat0.x + -1.0;
					    u_xlat9.x = u_xlat9.x * u_xlat30 + 1.0;
					    u_xlat0.y = u_xlat9.x * u_xlat9.x;
					    u_xlat0.xy = u_xlat0.xy * vec2(0.5, 3.14159012);
					    u_xlat9.x = u_xlat28 / u_xlat0.y;
					    u_xlat28 = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat9.y * u_xlat0.x + u_xlat28;
					    u_xlat0.x = float(1.0) / float(u_xlat0.x);
					    u_xlat0.x = u_xlat9.x * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat0.xyz = max(u_xlat0.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = min(u_xlat6.xyz, u_xlat0.xyz);
					    u_xlat0.xyz = vec3(u_xlat29) * u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat7.xyz * vec3(u_xlat32) + u_xlat0.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat28 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat4.xyz;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat0.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlatb28 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb28){
					        u_xlatb28 = _RefractionEnabled==1.0;
					        if(u_xlatb28){
					            u_xlat28 = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat28;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat28 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].xy * u_xlat2.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].xy * u_xlat2.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat28) * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat21.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(12) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat11;
					float u_xlat18;
					vec2 u_xlat21;
					float u_xlat27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat28 = (-u_xlat27) + u_xlat28;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat28 + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb28){
					        u_xlatb28 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb28)) ? u_xlat2.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat28 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat11.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat28, u_xlat11.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat28 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					    u_xlat29 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					    u_xlat29 = max(abs(u_xlat2.z), u_xlat29);
					    u_xlat29 = u_xlat29 + (-_LightProjectionParams.z);
					    u_xlat29 = max(u_xlat29, 9.99999975e-06);
					    u_xlat29 = u_xlat29 * _LightProjectionParams.w;
					    u_xlat29 = _LightProjectionParams.y / u_xlat29;
					    u_xlat29 = u_xlat29 + (-_LightProjectionParams.x);
					    u_xlat29 = (-u_xlat29) + 1.0;
					    vec4 txVec0 = vec4(u_xlat2.xyz,u_xlat29);
					    u_xlat2.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat11.x = (-_LightShadowData.x) + 1.0;
					    u_xlat2.x = u_xlat2.x * u_xlat11.x + _LightShadowData.x;
					    u_xlat28 = u_xlat28 + (-u_xlat2.x);
					    u_xlat27 = u_xlat27 * u_xlat28 + u_xlat2.x;
					    u_xlat28 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat28 = texture(_LightTextureB0, vec2(u_xlat28)).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb2 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb2){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat2.x = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat2.x = u_xlat2.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat4.xyz, u_xlat11.xyz);
					        u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat11.x = u_xlat30 / u_xlat11.x;
					        u_xlat11.x = (-u_xlat11.x) + 1.0;
					        u_xlat11.x = u_xlat11.x + _SpawnInAlpha;
					        u_xlat11.x = u_xlat11.x + _SpawnInEmissionOffset;
					        u_xlat2.x = u_xlat2.x * _SpawnInNoiseIntensity + u_xlat11.x;
					        u_xlat2.x = u_xlat2.x + -1.0;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat2.xyz = u_xlat2.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat4.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat28 * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat28 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat1.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(12) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat20;
					vec2 u_xlat21;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat11.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					    u_xlat3.x = max(abs(u_xlat11.y), abs(u_xlat11.x));
					    u_xlat3.x = max(abs(u_xlat11.z), u_xlat3.x);
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					    u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					    u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					    u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					    u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    vec4 txVec0 = vec4(u_xlat11.xyz,u_xlat3.x);
					    u_xlat11.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					    u_xlat20 = (-_LightShadowData.x) + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat2.x = texture(_LightTextureB0, u_xlat2.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat2.x;
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.yyy;
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb18){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat18 = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat18 = u_xlat18 * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat28 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat28 = u_xlat28 / u_xlat29;
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat28 = u_xlat28 + _SpawnInAlpha;
					        u_xlat28 = u_xlat28 + _SpawnInEmissionOffset;
					        u_xlat18 = u_xlat18 * _SpawnInNoiseIntensity + u_xlat28;
					        u_xlat18 = u_xlat18 + -1.0;
					        u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					        u_xlat3.xyz = vec3(u_xlat18) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat4.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat9.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat28 = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat29 = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat28) + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat28 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat0.xyz * vec3(u_xlat28);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat4.xyz;
					    u_xlatb28 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb28){
					        u_xlatb28 = _RefractionEnabled==1.0;
					        if(u_xlatb28){
					            u_xlat28 = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat28;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat28 = inversesqrt(u_xlat28);
					            u_xlat1.xyz = vec3(u_xlat28) * u_xlat1.xyz;
					            u_xlat28 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].xy * u_xlat2.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].xy * u_xlat2.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat28) * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat21.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_4[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityPerFrame {
						vec4 unused_4_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_4_2[10];
					};
					UNITY_BINDING(5) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(12) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bvec4 u_xlatb0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat11;
					float u_xlat18;
					vec2 u_xlat21;
					float u_xlat27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat2.x = unity_MatrixV[0].z;
					    u_xlat2.y = unity_MatrixV[1].z;
					    u_xlat2.z = unity_MatrixV[2].z;
					    u_xlat27 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat28 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat28 = (-u_xlat27) + u_xlat28;
					    u_xlat27 = unity_ShadowFadeCenterAndType.w * u_xlat28 + u_xlat27;
					    u_xlat27 = u_xlat27 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat27 = clamp(u_xlat27, 0.0, 1.0);
					    u_xlatb28 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb28){
					        u_xlatb28 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat2.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat2.xyz;
					        u_xlat2.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat2.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb28)) ? u_xlat2.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat28 = u_xlat2.y * 0.25 + 0.75;
					        u_xlat11.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat28, u_xlat11.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat28 = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = u_xlat27<0.99000001;
					    if(u_xlatb2){
					        u_xlat2.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					        u_xlat29 = max(abs(u_xlat2.y), abs(u_xlat2.x));
					        u_xlat29 = max(abs(u_xlat2.z), u_xlat29);
					        u_xlat29 = u_xlat29 + (-_LightProjectionParams.z);
					        u_xlat29 = max(u_xlat29, 9.99999975e-06);
					        u_xlat29 = u_xlat29 * _LightProjectionParams.w;
					        u_xlat29 = _LightProjectionParams.y / u_xlat29;
					        u_xlat29 = u_xlat29 + (-_LightProjectionParams.x);
					        u_xlat29 = (-u_xlat29) + 1.0;
					        u_xlat3.xyz = u_xlat2.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat3.xyz,u_xlat29);
					        u_xlat3.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat4.xyz,u_xlat29);
					        u_xlat3.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat4.xyz = u_xlat2.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat4.xyz,u_xlat29);
					        u_xlat3.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat2.xyz = u_xlat2.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat2.xyz,u_xlat29);
					        u_xlat3.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat2.x = dot(u_xlat3, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat11.x = (-_LightShadowData.x) + 1.0;
					        u_xlat2.x = u_xlat2.x * u_xlat11.x + _LightShadowData.x;
					    } else {
					        u_xlat2.x = 1.0;
					    }
					    u_xlat28 = u_xlat28 + (-u_xlat2.x);
					    u_xlat27 = u_xlat27 * u_xlat28 + u_xlat2.x;
					    u_xlat28 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat28 = texture(_LightTextureB0, vec2(u_xlat28)).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat0.x = u_xlat27 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat9.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3.xyz = texture(_MainTex, u_xlat3.xy).xyz;
					    u_xlat5.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat5.xyz = texture(_BumpMap, u_xlat5.xy).xyw;
					    u_xlat5.x = u_xlat5.z * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat5.yyy;
					    u_xlat9.xyz = u_xlat5.xxx * u_xlat4.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat9.xyz;
					    u_xlat28 = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat28 = inversesqrt(u_xlat28);
					    u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat28);
					    u_xlat28 = dot(u_xlat9.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat3.xyz = u_xlat3.xyz;
					    u_xlat3.xyz = clamp(u_xlat3.xyz, 0.0, 1.0);
					    u_xlatb2 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb2){
					        u_xlat2.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat2.x = texture(_SpawnInNoise, u_xlat2.xy).x;
					        u_xlat2.x = u_xlat2.x * _SpawnInAlpha;
					        u_xlat11.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat30 = dot(u_xlat4.xyz, u_xlat11.xyz);
					        u_xlat11.x = dot(u_xlat11.xyz, u_xlat11.xyz);
					        u_xlat11.x = u_xlat30 / u_xlat11.x;
					        u_xlat11.x = (-u_xlat11.x) + 1.0;
					        u_xlat11.x = u_xlat11.x + _SpawnInAlpha;
					        u_xlat11.x = u_xlat11.x + _SpawnInEmissionOffset;
					        u_xlat2.x = u_xlat2.x * _SpawnInNoiseIntensity + u_xlat11.x;
					        u_xlat2.x = u_xlat2.x + -1.0;
					        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					        u_xlat2.xyz = u_xlat2.xxx * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat4.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat28 * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat28 = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat28;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat5.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = clamp(u_xlat4.xyz, 0.0, 1.0);
					    u_xlat5.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat0.x = texture(_SpecularMask, u_xlat5.xy).x;
					    u_xlat5.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat5.xyz = min(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat28 = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = vec3(u_xlat28) * u_xlat6.xyz;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat0.x = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat6.xyz = u_xlat0.xxx * u_xlat4.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat6.xyz + u_xlat5.xyz;
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb0.x){
					        u_xlatb0.x = _RefractionEnabled==1.0;
					        if(u_xlatb0.x){
					            u_xlat0.x = vs_TEXCOORD8.w * 0.5;
					            u_xlat28 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat28) * _ProjectionParams.x + u_xlat0.x;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat0.x = inversesqrt(u_xlat0.x);
					            u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					            u_xlat0.x = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat9.yy * unity_MatrixV[1].xy;
					            u_xlat4.xy = unity_MatrixV[0].xy * u_xlat9.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_MatrixV[2].xy * u_xlat9.zz + u_xlat4.xy;
					            u_xlat4.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = u_xlat0.xx * u_xlat4.xy;
					            u_xlat0.x = dot(u_xlat9.xyz, u_xlat1.xyz);
					            u_xlat0.x = (-u_xlat0.x) + 1.0;
					            u_xlat0.xy = u_xlat0.xx * u_xlat21.xy;
					            u_xlat9.x = u_xlat0.y * _ProjectionParams.x;
					            u_xlat0.z = (-u_xlat9.x);
					            u_xlatb9 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb9){
					                u_xlat9.xz = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.x = texture(_PoiGrab, u_xlat9.xz).x;
					                u_xlat9.x = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.y = texture(_PoiGrab, u_xlat9.xz).y;
					                u_xlat9.x = _RefractionChromaticAberattion + 1.0;
					                u_xlat9.xz = u_xlat0.xz * u_xlat9.xx + u_xlat3.xy;
					                u_xlat1.z = texture(_PoiGrab, u_xlat9.xz).z;
					            } else {
					                u_xlat0.xy = u_xlat0.xz + u_xlat3.xy;
					                u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					            }
					        } else {
					            u_xlat0.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat1.xyz = texture(_PoiGrab, u_xlat0.xy).xyz;
					        }
					        u_xlatb0.x = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb0.x){
					            u_xlatb0 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat0.x = u_xlatb0.x ? float(1.0) : 0.0;
					            u_xlat0.y = u_xlatb0.y ? float(1.0) : 0.0;
					            u_xlat0.z = u_xlatb0.z ? float(1.0) : 0.0;
					            u_xlat0.w = u_xlatb0.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat0.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat0.xy = u_xlat0.zz * vs_TEXCOORD1.zw + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.ww * vs_TEXCOORD0.xy + u_xlat0.xy;
					            u_xlat0.xy = u_xlat0.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat0.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat0.xy;
					            u_xlat0.x = texture(_GrabPassBlendMap, u_xlat0.xy).x;
					            u_xlat0.x = (-_GrabPassBlendFactor) * u_xlat0.x + 1.0;
					            u_xlat9.xyz = (-u_xlat1.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat0.x) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat1.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat2.xyz + u_xlat8.xyz;
					            u_xlat9.xyz = u_xlat5.www * u_xlat9.xyz + u_xlat5.xyz;
					            u_xlat9.xyz = u_xlat7.zzz * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.xxx * u_xlat0.xxx + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat9.xyz + u_xlat6.zzz;
					            u_xlat9.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat1.xyz * u_xlat9.xyz;
					            u_xlat9.xyz = u_xlat4.xyz * u_xlat2.xyz + u_xlat9.xyz;
					            u_xlat1.xyz = (-u_xlat9.xyz) + u_xlat2.xyz;
					            u_xlat2.xyz = u_xlat0.xxx * u_xlat1.xyz + u_xlat9.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat2.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "SHADOWS_CUBE" "SHADOWS_SOFT" "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform PGlobals {
						vec4 unused_0_0[3];
						vec4 _LightColor0;
						vec4 unused_0_2;
						mat4x4 unity_WorldToLight;
						vec4 _MainTex_ST;
						vec4 unused_0_5[9];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						float _SpawnInNoiseIntensity;
						vec3 _SpawnInEmissionColor;
						float _SpawnInEmissionOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_13[2];
						vec4 _BumpMap_ST;
						vec4 unused_0_15;
						vec4 _SpawnInNoise_ST;
						vec4 unused_0_17[47];
						vec4 _MetallicMask_ST;
						vec4 unused_0_19[22];
						vec4 _SpecularMask_ST;
						vec4 unused_0_21[19];
						vec4 _SpecularMask1_ST;
						vec4 unused_0_23[7];
						float _RefractionIndex;
						float _RefractionChromaticAberattion;
						float _RefractionEnabled;
						float _GrabSrcBlend;
						float _GrabDstBlend;
						float _GrabPassUseAlpha;
						float _GrabPassBlendFactor;
						vec4 unused_0_31;
						vec4 _GrabPassBlendMap_ST;
						vec2 _GrabPassBlendMapPan;
						int _GrabPassBlendMapUV;
						vec4 unused_0_35;
						float _commentIfZero_EnableGrabpass;
						vec4 unused_0_37[2];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 _LightPositionRange;
						vec4 _LightProjectionParams;
						vec4 unused_2_3[43];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_5;
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[24];
						vec4 _LightShadowData;
						vec4 unity_ShadowFadeCenterAndType;
					};
					UNITY_BINDING(4) uniform UnityStereoGlobals {
						vec4 unused_4_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_4_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_4_4[3];
					};
					UNITY_BINDING(5) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					UNITY_BINDING(6) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					UNITY_LOCATION(0) uniform  sampler2D _LightTextureB0;
					UNITY_LOCATION(1) uniform  samplerCube _LightTexture0;
					UNITY_LOCATION(2) uniform  sampler2D _PoiGrab;
					UNITY_LOCATION(3) uniform  sampler3D unity_ProbeVolumeSH;
					UNITY_LOCATION(4) uniform  samplerCube _ShadowMapTexture;
					UNITY_LOCATION(5) uniform  samplerCubeShadow hlslcc_zcmp_ShadowMapTexture;
					UNITY_LOCATION(6) uniform  sampler2D _MainTex;
					UNITY_LOCATION(7) uniform  sampler2D _BumpMap;
					UNITY_LOCATION(8) uniform  sampler2D _SpawnInNoise;
					UNITY_LOCATION(9) uniform  sampler2D _MetallicMask;
					UNITY_LOCATION(10) uniform  sampler2D _SpecularMask;
					UNITY_LOCATION(11) uniform  sampler2D _SpecularMask1;
					UNITY_LOCATION(12) uniform  sampler2D _GrabPassBlendMap;
					layout(location = 0) in  vec4 vs_TEXCOORD0;
					layout(location = 1) in  vec4 vs_TEXCOORD1;
					layout(location = 2) in  vec3 vs_TEXCOORD2;
					layout(location = 3) in  vec4 vs_TEXCOORD4;
					layout(location = 4) in  vec4 vs_TEXCOORD5;
					layout(location = 5) in  vec4 vs_TEXCOORD6;
					layout(location = 6) in  vec4 vs_TEXCOORD7;
					layout(location = 7) in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec4 u_xlat1;
					bvec4 u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					uvec4 u_xlatu4;
					vec4 u_xlat5;
					bvec4 u_xlatb5;
					vec4 u_xlat6;
					bvec4 u_xlatb6;
					vec4 u_xlat7;
					bvec4 u_xlatb7;
					vec3 u_xlat8;
					vec2 u_xlat9;
					bool u_xlatb9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					bool u_xlatb11;
					vec3 u_xlat12;
					float u_xlat18;
					bool u_xlatb18;
					float u_xlat20;
					vec2 u_xlat21;
					float u_xlat27;
					int u_xlati27;
					bool u_xlatb27;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					void main()
					{
					    u_xlat0.xyz = vs_TEXCOORD6.yyy * unity_WorldToLight[1].xyz;
					    u_xlat0.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD6.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD6.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + unity_WorldToLight[3].xyz;
					    u_xlati27 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD6.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati27].xyz;
					    u_xlati27 = unity_StereoEyeIndex << 2;
					    u_xlat2.x = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].z;
					    u_xlat2.y = unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].z;
					    u_xlat2.z = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].z;
					    u_xlat28 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat2.xyz = vs_TEXCOORD6.xyz + (-unity_ShadowFadeCenterAndType.xyz);
					    u_xlat2.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat2.x = sqrt(u_xlat2.x);
					    u_xlat2.x = (-u_xlat28) + u_xlat2.x;
					    u_xlat28 = unity_ShadowFadeCenterAndType.w * u_xlat2.x + u_xlat28;
					    u_xlat28 = u_xlat28 * _LightShadowData.z + _LightShadowData.w;
					    u_xlat28 = clamp(u_xlat28, 0.0, 1.0);
					    u_xlatb2 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb2){
					        u_xlatb2 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat11.xyz = vs_TEXCOORD6.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD6.xxx + u_xlat11.xyz;
					        u_xlat11.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD6.zzz + u_xlat11.xyz;
					        u_xlat11.xyz = u_xlat11.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat2.xyz = (bool(u_xlatb2)) ? u_xlat11.xyz : vs_TEXCOORD6.xyz;
					        u_xlat2.xyz = u_xlat2.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat2.yzw = u_xlat2.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat11.x = u_xlat2.y * 0.25 + 0.75;
					        u_xlat3.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat2.x = max(u_xlat11.x, u_xlat3.x);
					        u_xlat2 = texture(unity_ProbeVolumeSH, u_xlat2.xzw);
					    } else {
					        u_xlat2.x = float(1.0);
					        u_xlat2.y = float(1.0);
					        u_xlat2.z = float(1.0);
					        u_xlat2.w = float(1.0);
					    }
					    u_xlat2.x = dot(u_xlat2, unity_OcclusionMaskSelector);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlatb11 = u_xlat28<0.99000001;
					    if(u_xlatb11){
					        u_xlat11.xyz = vs_TEXCOORD6.xyz + (-_LightPositionRange.xyz);
					        u_xlat3.x = max(abs(u_xlat11.y), abs(u_xlat11.x));
					        u_xlat3.x = max(abs(u_xlat11.z), u_xlat3.x);
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.z);
					        u_xlat3.x = max(u_xlat3.x, 9.99999975e-06);
					        u_xlat3.x = u_xlat3.x * _LightProjectionParams.w;
					        u_xlat3.x = _LightProjectionParams.y / u_xlat3.x;
					        u_xlat3.x = u_xlat3.x + (-_LightProjectionParams.x);
					        u_xlat3.x = (-u_xlat3.x) + 1.0;
					        u_xlat12.xyz = u_xlat11.xyz + vec3(0.0078125, 0.0078125, 0.0078125);
					        vec4 txVec0 = vec4(u_xlat12.xyz,u_xlat3.x);
					        u_xlat4.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
					        u_xlat12.xyz = u_xlat11.xyz + vec3(-0.0078125, -0.0078125, 0.0078125);
					        vec4 txVec1 = vec4(u_xlat12.xyz,u_xlat3.x);
					        u_xlat4.y = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0);
					        u_xlat12.xyz = u_xlat11.xyz + vec3(-0.0078125, 0.0078125, -0.0078125);
					        vec4 txVec2 = vec4(u_xlat12.xyz,u_xlat3.x);
					        u_xlat4.z = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0);
					        u_xlat11.xyz = u_xlat11.xyz + vec3(0.0078125, -0.0078125, -0.0078125);
					        vec4 txVec3 = vec4(u_xlat11.xyz,u_xlat3.x);
					        u_xlat4.w = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0);
					        u_xlat11.x = dot(u_xlat4, vec4(0.25, 0.25, 0.25, 0.25));
					        u_xlat20 = (-_LightShadowData.x) + 1.0;
					        u_xlat11.x = u_xlat11.x * u_xlat20 + _LightShadowData.x;
					    } else {
					        u_xlat11.x = 1.0;
					    }
					    u_xlat2.x = (-u_xlat11.x) + u_xlat2.x;
					    u_xlat28 = u_xlat28 * u_xlat2.x + u_xlat11.x;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat2.x = texture(_LightTextureB0, u_xlat2.xx).x;
					    u_xlat0.x = texture(_LightTexture0, u_xlat0.xyz).w;
					    u_xlat0.x = u_xlat0.x * u_xlat2.x;
					    u_xlat0.x = u_xlat28 * u_xlat0.x;
					    u_xlat9.x = float((gl_FrontFacing ? 0xffffffffu : uint(0)));
					    u_xlat18 = dot(vs_TEXCOORD2.xyz, vs_TEXCOORD2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = vec3(u_xlat18) * vs_TEXCOORD2.xyz;
					    u_xlat18 = dot(vs_TEXCOORD5, vs_TEXCOORD5);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat3.xyz = vec3(u_xlat18) * vs_TEXCOORD5.xyz;
					    u_xlatb9 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(u_xlat9.x);
					    u_xlat2.xyz = (bool(u_xlatb9)) ? u_xlat2.xyz : (-u_xlat2.xyz);
					    u_xlat4.xyz = (bool(u_xlatb9)) ? vs_TEXCOORD4.xyz : (-vs_TEXCOORD4.xyz);
					    u_xlat3.xyz = (bool(u_xlatb9)) ? u_xlat3.xyz : (-u_xlat3.xyz);
					    u_xlat9.xy = vs_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5.xyz = texture(_MainTex, u_xlat9.xy).xyz;
					    u_xlat9.xy = vs_TEXCOORD0.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
					    u_xlat6.xyz = texture(_BumpMap, u_xlat9.xy).xyw;
					    u_xlat6.x = u_xlat6.z * u_xlat6.x;
					    u_xlat9.xy = u_xlat6.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat28 = dot(u_xlat9.xy, u_xlat9.xy);
					    u_xlat28 = min(u_xlat28, 1.0);
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat28 = sqrt(u_xlat28);
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat9.yyy;
					    u_xlat3.xyz = u_xlat9.xxx * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat2.xyz = vec3(u_xlat28) * u_xlat2.xyz + u_xlat3.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat9.x = inversesqrt(u_xlat9.x);
					    u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz;
					    u_xlat9.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat5.xyz = u_xlat5.xyz;
					    u_xlat5.xyz = clamp(u_xlat5.xyz, 0.0, 1.0);
					    u_xlatb18 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    if(u_xlatb18){
					        u_xlat3.xy = vs_TEXCOORD0.xy * _SpawnInNoise_ST.xy + _SpawnInNoise_ST.zw;
					        u_xlat18 = texture(_SpawnInNoise, u_xlat3.xy).x;
					        u_xlat18 = u_xlat18 * _SpawnInAlpha;
					        u_xlat3.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					        u_xlat4.xyz = vs_TEXCOORD7.xyz + (-_SpawnInGradientStart.xyz);
					        u_xlat28 = dot(u_xlat4.xyz, u_xlat3.xyz);
					        u_xlat29 = dot(u_xlat3.xyz, u_xlat3.xyz);
					        u_xlat28 = u_xlat28 / u_xlat29;
					        u_xlat28 = (-u_xlat28) + 1.0;
					        u_xlat28 = u_xlat28 + _SpawnInAlpha;
					        u_xlat28 = u_xlat28 + _SpawnInEmissionOffset;
					        u_xlat18 = u_xlat18 * _SpawnInNoiseIntensity + u_xlat28;
					        u_xlat18 = u_xlat18 + -1.0;
					        u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					        u_xlat3.xyz = vec3(u_xlat18) * vec3(_SpawnInEmissionColor.x, _SpawnInEmissionColor.y, _SpawnInEmissionColor.z);
					    } else {
					        u_xlat3.x = float(0.0);
					        u_xlat3.y = float(0.0);
					        u_xlat3.z = float(0.0);
					    }
					    u_xlat0.x = max(u_xlat0.x, 0.5);
					    u_xlat4.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = u_xlat9.x * 0.5 + 0.5;
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat9.x = u_xlat0.x * -2.0 + 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(0.5, 0.5, 0.5) + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat4.xy = vs_TEXCOORD0.xy * _SpecularMask_ST.xy + _SpecularMask_ST.zw;
					    u_xlat28 = texture(_SpecularMask, u_xlat4.xy).x;
					    u_xlat4.xyz = _LightColor0.xyz * vec3(0.830770016, 0.920437396, 1.0);
					    u_xlat4.xyz = min(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xy = vs_TEXCOORD0.xy * _SpecularMask1_ST.xy + _SpecularMask1_ST.zw;
					    u_xlat29 = texture(_SpecularMask1, u_xlat6.xy).x;
					    u_xlat6.xyz = _LightColor0.xyz * vec3(1.0, 0.827186584, 0.827186584);
					    u_xlat6.xyz = min(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6.xyz = vec3(u_xlat29) * u_xlat6.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * vec3(u_xlat28) + u_xlat6.xyz;
					    u_xlat6.xy = vs_TEXCOORD0.xy * _MetallicMask_ST.xy + _MetallicMask_ST.zw;
					    u_xlat28 = texture(_MetallicMask, u_xlat6.xy).x;
					    u_xlat28 = (-u_xlat28) + 1.0;
					    u_xlat6.xyz = u_xlat0.xyz * vec3(u_xlat28);
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat6.xyz + u_xlat4.xyz;
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat0.xyz + u_xlat4.xyz;
					    u_xlatb28 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_commentIfZero_EnableGrabpass);
					    if(u_xlatb28){
					        u_xlatb28 = _RefractionEnabled==1.0;
					        if(u_xlatb28){
					            u_xlat28 = vs_TEXCOORD8.w * 0.5;
					            u_xlat29 = (-vs_TEXCOORD8.w) * 0.5 + vs_TEXCOORD8.y;
					            u_xlat3.y = (-u_xlat29) * _ProjectionParams.x + u_xlat28;
					            u_xlat21.xy = vs_TEXCOORD8.wz + vec2(9.99999996e-12, 1.0);
					            u_xlat3.x = vs_TEXCOORD8.x;
					            u_xlat3.xy = u_xlat3.xy / u_xlat21.xx;
					            u_xlat28 = dot(u_xlat1.xyz, u_xlat1.xyz);
					            u_xlat28 = inversesqrt(u_xlat28);
					            u_xlat1.xyz = vec3(u_xlat28) * u_xlat1.xyz;
					            u_xlat28 = _RefractionIndex + -1.0;
					            u_xlat4.xy = u_xlat2.yy * unity_StereoMatrixV[(u_xlati27 + 1) / 4][(u_xlati27 + 1) % 4].xy;
					            u_xlat4.xy = unity_StereoMatrixV[u_xlati27 / 4][u_xlati27 % 4].xy * u_xlat2.xx + u_xlat4.xy;
					            u_xlat4.xy = unity_StereoMatrixV[(u_xlati27 + 2) / 4][(u_xlati27 + 2) % 4].xy * u_xlat2.zz + u_xlat4.xy;
					            u_xlat4.xy = vec2(u_xlat28) * u_xlat4.xy;
					            u_xlat27 = float(1.0) / u_xlat21.y;
					            u_xlat21.xy = vec2(u_xlat27) * u_xlat4.xy;
					            u_xlat27 = dot(u_xlat2.xyz, u_xlat1.xyz);
					            u_xlat27 = (-u_xlat27) + 1.0;
					            u_xlat1.xy = vec2(u_xlat27) * u_xlat21.xy;
					            u_xlat27 = u_xlat1.y * _ProjectionParams.x;
					            u_xlat1.z = (-u_xlat27);
					            u_xlatb27 = 0.0<_RefractionChromaticAberattion;
					            if(u_xlatb27){
					                u_xlat10.xz = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.x = texture(_PoiGrab, u_xlat10.xz).x;
					                u_xlat27 = (-_RefractionChromaticAberattion) + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.y = texture(_PoiGrab, u_xlat10.xz).y;
					                u_xlat27 = _RefractionChromaticAberattion + 1.0;
					                u_xlat10.xz = u_xlat1.xz * vec2(u_xlat27) + u_xlat3.xy;
					                u_xlat2.z = texture(_PoiGrab, u_xlat10.xz).z;
					            } else {
					                u_xlat1.xy = u_xlat1.xz + u_xlat3.xy;
					                u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					            }
					        } else {
					            u_xlat1.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					            u_xlat2.xyz = texture(_PoiGrab, u_xlat1.xy).xyz;
					        }
					        u_xlatb27 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_GrabPassUseAlpha);
					        if(!u_xlatb27){
					            u_xlatb1 = equal(ivec4(ivec4(_GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV, _GrabPassBlendMapUV)), ivec4(1, 2, 3, 4));
					            u_xlat1.x = u_xlatb1.x ? float(1.0) : 0.0;
					            u_xlat1.y = u_xlatb1.y ? float(1.0) : 0.0;
					            u_xlat1.z = u_xlatb1.z ? float(1.0) : 0.0;
					            u_xlat1.w = u_xlatb1.w ? float(1.0) : 0.0;
					;
					            u_xlat3.xy = (int(_GrabPassBlendMapUV) != 0) ? vec2(0.0, 0.0) : vs_TEXCOORD0.xy;
					            u_xlat3.xy = u_xlat1.xx * vs_TEXCOORD0.zw + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.yy * vs_TEXCOORD1.xy + u_xlat3.xy;
					            u_xlat1.xy = u_xlat1.zz * vs_TEXCOORD1.zw + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.ww * vs_TEXCOORD0.xy + u_xlat1.xy;
					            u_xlat1.xy = u_xlat1.xy * _GrabPassBlendMap_ST.xy + _GrabPassBlendMap_ST.zw;
					            u_xlat1.xy = _Time.xx * _GrabPassBlendMapPan.xy + u_xlat1.xy;
					            u_xlat27 = texture(_GrabPassBlendMap, u_xlat1.xy).x;
					            u_xlat27 = (-_GrabPassBlendFactor) * u_xlat27 + 1.0;
					            u_xlat1.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat3.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					            u_xlat28 = (-u_xlat27) + 1.0;
					            u_xlatu4 = uvec4(vec4(_GrabSrcBlend, _GrabSrcBlend, _GrabDstBlend, _GrabDstBlend));
					            u_xlatb5 = equal(ivec4(u_xlatu4.yyyy), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.yyyy), ivec4(7, 8, 9, 10));
					            u_xlatb7 = equal(ivec4(u_xlatu4), ivec4(5, 6, 5, 6));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat7.x = u_xlatb7.x ? float(1.0) : 0.0;
					            u_xlat7.y = u_xlatb7.y ? float(1.0) : 0.0;
					            u_xlat7.z = u_xlatb7.z ? float(1.0) : 0.0;
					            u_xlat7.w = u_xlatb7.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat4.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat4.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat7.yyy * u_xlat3.xyz + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlat4.xyz = u_xlat4.xyz + u_xlat6.zzz;
					            u_xlat4.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat4.xyz;
					            u_xlatb5 = equal(ivec4(u_xlatu4.wwww), ivec4(1, 2, 3, 4));
					            u_xlatb6 = equal(ivec4(u_xlatu4.wwww), ivec4(7, 8, 9, 10));
					            u_xlat5.x = u_xlatb5.x ? float(1.0) : 0.0;
					            u_xlat5.y = u_xlatb5.y ? float(1.0) : 0.0;
					            u_xlat5.z = u_xlatb5.z ? float(1.0) : 0.0;
					            u_xlat5.w = u_xlatb5.w ? float(1.0) : 0.0;
					;
					            u_xlat6.x = u_xlatb6.x ? float(1.0) : 0.0;
					            u_xlat6.y = u_xlatb6.y ? float(1.0) : 0.0;
					            u_xlat6.z = u_xlatb6.z ? float(1.0) : 0.0;
					            u_xlat6.w = u_xlatb6.w ? float(1.0) : 0.0;
					;
					            u_xlat8.xyz = u_xlat5.yyy * u_xlat2.xyz + u_xlat5.xxx;
					            u_xlat5.xyz = u_xlat5.zzz * u_xlat0.xyz + u_xlat8.xyz;
					            u_xlat1.xyz = u_xlat5.www * u_xlat1.xyz + u_xlat5.xyz;
					            u_xlat1.xyz = u_xlat7.zzz * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat7.www * u_xlat3.xyz + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.xxx * vec3(u_xlat27) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat6.yyy * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat1.xyz + u_xlat6.zzz;
					            u_xlat1.xyz = u_xlat6.www * vec3(u_xlat28) + u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat2.xyz * u_xlat1.xyz;
					            u_xlat1.xyz = u_xlat4.xyz * u_xlat0.xyz + u_xlat1.xyz;
					            u_xlat2.xyz = u_xlat0.xyz + (-u_xlat1.xyz);
					            u_xlat0.xyz = vec3(u_xlat27) * u_xlat2.xyz + u_xlat1.xyz;
					        }
					    }
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "ShadowCasterPass"
			Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "Geometry+10" "RenderType" = "Opaque" }
			ColorMask 0 -1
			ZWrite Off
			Cull Off
			Stencil {
				Comp Disabled
				Pass Keep
				Fail Keep
				ZFail Keep
			}
			GpuProgramID 177597
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_4;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_8[10];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						float _EnableTouchGlow;
						float _EnableBulge;
						vec4 unused_0_15[4];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[3];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_3[4];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_3_2[20];
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_4_2[3];
					};
					UNITY_BINDING(5) uniform UnityPerFrame {
						vec4 unused_5_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_5_2[2];
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_COLOR0;
					layout(location = 3) in  vec2 in_TEXCOORD0;
					layout(location = 4) in  vec2 in_TEXCOORD1;
					layout(location = 5) in  vec2 in_TEXCOORD2;
					layout(location = 6) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec2 vs_TEXCOORD1;
					layout(location = 1) out vec2 vs_TEXCOORD2;
					layout(location = 2) out vec2 vs_TEXCOORD3;
					layout(location = 3) out vec2 vs_TEXCOORD4;
					layout(location = 4) out vec3 vs_TEXCOORD5;
					layout(location = 5) out vec4 vs_TEXCOORD6;
					layout(location = 6) out vec4 vs_TEXCOORD7;
					layout(location = 7) out vec3 vs_TEXCOORD8;
					layout(location = 8) out vec4 vs_TEXCOORD9;
					layout(location = 9) out vec3 vs_TEXCOORD10;
					layout(location = 10) out vec4 vs_TEXCOORD11;
					vec4 u_xlat0;
					bvec2 u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					bool u_xlatb4;
					vec3 u_xlat5;
					float u_xlat10;
					float u_xlat15;
					bool u_xlatb15;
					float u_xlat19;
					void main()
					{
					    u_xlat0.x = _VertexGlitchFrequency * _Time.y;
					    u_xlat5.x = sin(u_xlat0.x);
					    u_xlat0.xzw = u_xlat0.xxx * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat0.xzw = sin(u_xlat0.xzw);
					    u_xlat0.x = u_xlat0.x + u_xlat5.x;
					    u_xlat0.x = u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = u_xlat0.w + u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 0.25;
					    u_xlatb0.x = u_xlat0.x>=_VertexGlitchThreshold;
					    u_xlat0.x = u_xlatb0.x ? 1.0 : float(0.0);
					    u_xlat5.xy = _WorldSpaceCameraPos.zx + (-unity_ObjectToWorld[3].zx);
					    u_xlat15 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat1.x = inversesqrt(u_xlat15);
					    u_xlat1.yz = u_xlat5.xy * u_xlat1.xx;
					    u_xlat2.xy = u_xlat1.yz * vec2(1.0, 0.0);
					    u_xlat2.z = 0.0;
					    u_xlat5.xyz = (-u_xlat1.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat5.xz, u_xlat5.xz);
					    u_xlat1.x = inversesqrt(u_xlat1.x);
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat1.xxx;
					    u_xlat1 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat1 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
					    u_xlat2.xy = u_xlat1.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat2.xxx;
					    u_xlat0.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat2 = u_xlat0.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat0.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat1.wwww + u_xlat2;
					    u_xlatb15 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat2 = (bool(u_xlatb15)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb15)) ? u_xlat0.xyz : u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat4.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat4.xyz);
					    u_xlat3.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = u_xlat15 / u_xlat3.x;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 + _SpawnInAlpha;
					    u_xlat15 = u_xlat15 + _SpawnInVertOffsetOffset;
					    u_xlat15 = u_xlat15 + -1.0;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat3.y = u_xlat15 * _SpawnInVertOffset;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(0.0);
					    u_xlat3.xyz = u_xlat0.xyz + u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat3.yyy * unity_WorldToObject[1].xyz;
					    u_xlat4.xyz = unity_WorldToObject[0].xyz * u_xlat3.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToObject[2].xyz * u_xlat3.zzz + u_xlat4.xyz;
					    u_xlat4.xyz = unity_WorldToObject[3].xyz * u_xlat1.www + u_xlat4.xyz;
					    u_xlatb15 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat2.xyz = (bool(u_xlatb15)) ? u_xlat4.xyz : u_xlat2.xyz;
					    u_xlat1.xyz = (bool(u_xlatb15)) ? u_xlat3.xyz : u_xlat0.xyz;
					    u_xlatb0.xy = notEqual(vec4(0.0, 0.0, 0.0, 0.0), vec4(_EnableTouchGlow, _EnableBulge, _EnableTouchGlow, _EnableTouchGlow)).xy;
					    u_xlatb0.x = u_xlatb0.y || u_xlatb0.x;
					    u_xlat5.xyz = (u_xlatb0.x) ? vec3(0.0, 0.0, -5.0) : u_xlat2.xyz;
					    u_xlat3 = u_xlat5.yyyy * unity_ObjectToWorld[1];
					    u_xlat3 = unity_ObjectToWorld[0] * u_xlat5.xxxx + u_xlat3;
					    u_xlat3 = unity_ObjectToWorld[2] * u_xlat5.zzzz + u_xlat3;
					    vs_TEXCOORD7.xyz = u_xlat5.xyz;
					    u_xlat3 = unity_ObjectToWorld[3] * u_xlat2.wwww + u_xlat3;
					    u_xlat5.xyz = (-u_xlat3.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat4.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat5.xyz = u_xlat5.xyz * u_xlat4.xxx;
					    u_xlat4.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat4.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat4.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat19 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat19 = inversesqrt(u_xlat19);
					    u_xlat4.xyz = vec3(u_xlat19) * u_xlat4.xyz;
					    u_xlat5.x = dot(u_xlat4.xyz, u_xlat5.xyz);
					    u_xlat5.x = (-u_xlat5.x) * u_xlat5.x + 1.0;
					    u_xlat5.x = sqrt(u_xlat5.x);
					    u_xlat5.x = u_xlat5.x * unity_LightShadowBias.z;
					    u_xlat5.xyz = (-u_xlat4.xyz) * u_xlat5.xxx + u_xlat3.xyz;
					    u_xlatb4 = unity_LightShadowBias.z!=0.0;
					    u_xlat5.xyz = (bool(u_xlatb4)) ? u_xlat5.xyz : u_xlat3.xyz;
					    u_xlat4 = u_xlat5.yyyy * unity_MatrixVP[1];
					    u_xlat4 = unity_MatrixVP[0] * u_xlat5.xxxx + u_xlat4;
					    u_xlat4 = unity_MatrixVP[2] * u_xlat5.zzzz + u_xlat4;
					    u_xlat3 = unity_MatrixVP[3] * u_xlat3.wwww + u_xlat4;
					    u_xlat5.x = unity_LightShadowBias.x / u_xlat3.w;
					    u_xlat5.x = min(u_xlat5.x, 0.0);
					    u_xlat5.x = max(u_xlat5.x, -1.0);
					    u_xlat5.x = u_xlat5.x + u_xlat3.z;
					    u_xlat10 = min(u_xlat3.w, u_xlat5.x);
					    gl_Position.xyw = u_xlat3.xyw;
					    u_xlat10 = (-u_xlat5.x) + u_xlat10;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat10 + u_xlat5.x;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD4.xy = in_TEXCOORD3.xy;
					    vs_TEXCOORD5.xyz = unity_ObjectToWorld[3].xyz;
					    u_xlat3 = u_xlat2.wwww * unity_ObjectToWorld[3];
					    vs_TEXCOORD7.w = u_xlat2.w;
					    u_xlat3 = unity_ObjectToWorld[2] * vec4(-5.0, -5.0, -5.0, -5.0) + u_xlat3;
					    vs_TEXCOORD6 = (u_xlatb0.x) ? u_xlat3 : u_xlat1;
					    vs_TEXCOORD8.xyz = vec3(1.0, 1.0, 1.0);
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    vs_TEXCOORD9.zw = u_xlat0.zw;
					    u_xlat0.xyz = u_xlat0.xwy * vec3(0.5, 0.5, -0.5);
					    vs_TEXCOORD9.xy = u_xlat0.yy + u_xlat0.xz;
					    vs_TEXCOORD10.xyz = vec3(0.0, 0.0, 0.0);
					    vs_TEXCOORD11 = in_COLOR0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					UNITY_BINDING(0) uniform VGlobals {
						vec4 unused_0_0[11];
						vec3 _SpawnInGradientStart;
						vec3 _SpawnInGradientFinish;
						float _SpawnInAlpha;
						vec4 unused_0_4;
						float _SpawnInVertOffset;
						float _SpawnInVertOffsetOffset;
						float _EnableScifiSpawnIn;
						vec4 unused_0_8[10];
						float _EnableVertexGlitch;
						float _VertexGlitchThreshold;
						float _VertexGlitchFrequency;
						float _VertexGlitchStrength;
						float _EnableTouchGlow;
						float _EnableBulge;
						vec4 unused_0_15[4];
					};
					UNITY_BINDING(1) uniform UnityPerCamera {
						vec4 _Time;
						vec4 unused_1_1[7];
					};
					UNITY_BINDING(2) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					UNITY_BINDING(3) uniform UnityShadows {
						vec4 unused_3_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_3_2[20];
					};
					UNITY_BINDING(4) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_4_2[3];
					};
					UNITY_BINDING(5) uniform UnityStereoGlobals {
						vec4 unused_5_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_5_2[36];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_5_4;
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_5_6;
					};
					UNITY_BINDING(6) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(location = 0) in  vec4 in_POSITION0;
					layout(location = 1) in  vec3 in_NORMAL0;
					layout(location = 2) in  vec4 in_COLOR0;
					layout(location = 3) in  vec2 in_TEXCOORD0;
					layout(location = 4) in  vec2 in_TEXCOORD1;
					layout(location = 5) in  vec2 in_TEXCOORD2;
					layout(location = 6) in  vec2 in_TEXCOORD3;
					layout(location = 0) out vec2 vs_TEXCOORD1;
					layout(location = 1) out vec2 vs_TEXCOORD2;
					layout(location = 2) out vec2 vs_TEXCOORD3;
					layout(location = 3) out vec2 vs_TEXCOORD4;
					layout(location = 4) out vec3 vs_TEXCOORD5;
					layout(location = 5) out vec4 vs_TEXCOORD6;
					layout(location = 6) out vec4 vs_TEXCOORD7;
					layout(location = 7) out vec3 vs_TEXCOORD8;
					layout(location = 8) out vec4 vs_TEXCOORD9;
					layout(location = 9) out vec3 vs_TEXCOORD10;
					layout(location = 10) out vec4 vs_TEXCOORD11;
					vec4 u_xlat0;
					vec4 u_xlat1;
					bool u_xlatb1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec3 u_xlat3;
					int u_xlati3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec3 u_xlat7;
					float u_xlat8;
					vec3 u_xlat9;
					bvec2 u_xlatb9;
					float u_xlat12;
					float u_xlat14;
					float u_xlat19;
					int u_xlati21;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableVertexGlitch);
					    u_xlat7.xy = (-unity_StereoWorldSpaceCameraPos[0].zx) + unity_StereoWorldSpaceCameraPos[1].zx;
					    u_xlat7.xy = u_xlat7.xy * vec2(0.5, 0.5) + unity_StereoWorldSpaceCameraPos[0].zx;
					    u_xlat7.xy = u_xlat7.xy + (-unity_ObjectToWorld[3].zx);
					    u_xlat19 = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat2.x = inversesqrt(u_xlat19);
					    u_xlat2.yz = u_xlat7.xy * u_xlat2.xx;
					    u_xlat3.xy = u_xlat2.yz * vec2(1.0, 0.0);
					    u_xlat3.z = 0.0;
					    u_xlat7.xyz = (-u_xlat2.xyz) * vec3(0.0, 0.0, 1.0) + u_xlat3.xyz;
					    u_xlat2.x = dot(u_xlat7.xz, u_xlat7.xz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx;
					    u_xlat2.xy = u_xlat0.yy + _Time.xy;
					    u_xlat2.x = dot(u_xlat2.xy, vec2(12.9898005, 78.2330017));
					    u_xlat2.x = sin(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 43758.5469;
					    u_xlat2.x = fract(u_xlat2.x);
					    u_xlat2.x = u_xlat2.x * 2.0 + -1.0;
					    u_xlat8 = _VertexGlitchFrequency * _Time.y;
					    u_xlat14 = sin(u_xlat8);
					    u_xlat3.xyz = vec3(u_xlat8) * vec3(2.20000005, 2.9000001, 4.5999999) + vec3(5.51999998, 0.930000007, 8.93999958);
					    u_xlat3.xyz = sin(u_xlat3.xyz);
					    u_xlat8 = u_xlat14 + u_xlat3.x;
					    u_xlat8 = u_xlat3.y + u_xlat8;
					    u_xlat8 = u_xlat3.z + u_xlat8;
					    u_xlat8 = u_xlat8 * 0.25;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx;
					    u_xlat2.x = _VertexGlitchStrength * 0.00999999978;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx;
					    u_xlatb2 = u_xlat8>=_VertexGlitchThreshold;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat2.xxx + u_xlat0.xyz;
					    u_xlat2 = u_xlat7.yyyy * unity_WorldToObject[1];
					    u_xlat2 = unity_WorldToObject[0] * u_xlat7.xxxx + u_xlat2;
					    u_xlat2 = unity_WorldToObject[2] * u_xlat7.zzzz + u_xlat2;
					    u_xlat2 = unity_WorldToObject[3] * u_xlat0.wwww + u_xlat2;
					    u_xlat2 = (bool(u_xlatb1)) ? u_xlat2 : in_POSITION0;
					    u_xlat0.xyz = (bool(u_xlatb1)) ? u_xlat7.xyz : u_xlat0.xyz;
					    u_xlatb1 = vec4(0.0, 0.0, 0.0, 0.0)!=vec4(_EnableScifiSpawnIn);
					    u_xlat7.xyz = (-_SpawnInGradientStart.xyz) + _SpawnInGradientFinish.xyz;
					    u_xlat3.xyz = u_xlat2.xyz + (-_SpawnInGradientStart.xyz);
					    u_xlat3.x = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat7.x = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat7.x = u_xlat3.x / u_xlat7.x;
					    u_xlat7.x = (-u_xlat7.x) + 1.0;
					    u_xlat7.x = u_xlat7.x + _SpawnInAlpha;
					    u_xlat7.x = u_xlat7.x + _SpawnInVertOffsetOffset;
					    u_xlat7.x = u_xlat7.x + -1.0;
					    u_xlat7.x = clamp(u_xlat7.x, 0.0, 1.0);
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(0.0);
					    u_xlat3.y = u_xlat7.x * _SpawnInVertOffset;
					    u_xlat7.xyz = u_xlat0.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.yyy * unity_WorldToObject[1].xyz;
					    u_xlat3.xyz = unity_WorldToObject[0].xyz * u_xlat7.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[2].xyz * u_xlat7.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_WorldToObject[3].xyz * u_xlat0.www + u_xlat3.xyz;
					    u_xlat2.xyz = (bool(u_xlatb1)) ? u_xlat3.xyz : u_xlat2.xyz;
					    u_xlati3 = unity_StereoEyeIndex << 2;
					    u_xlat4 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat4 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat4;
					    u_xlat4 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat4;
					    u_xlat4 = u_xlat4 + unity_ObjectToWorld[3];
					    u_xlat5 = u_xlat4.yyyy * unity_StereoMatrixVP[(u_xlati3 + 1) / 4][(u_xlati3 + 1) % 4];
					    u_xlat5 = unity_StereoMatrixVP[u_xlati3 / 4][u_xlati3 % 4] * u_xlat4.xxxx + u_xlat5;
					    u_xlat5 = unity_StereoMatrixVP[(u_xlati3 + 2) / 4][(u_xlati3 + 2) % 4] * u_xlat4.zzzz + u_xlat5;
					    u_xlat4 = unity_StereoMatrixVP[(u_xlati3 + 3) / 4][(u_xlati3 + 3) % 4] * u_xlat4.wwww + u_xlat5;
					    u_xlat9.xyz = u_xlat4.xwy * vec3(0.5, 0.5, -0.5);
					    u_xlat9.xy = u_xlat9.yy + u_xlat9.xz;
					    u_xlati21 = unity_StereoEyeIndex;
					    u_xlat4.xy = u_xlat4.ww * unity_StereoScaleOffset[u_xlati21].zw;
					    vs_TEXCOORD9.xy = u_xlat9.xy * unity_StereoScaleOffset[u_xlati21].xy + u_xlat4.xy;
					    u_xlatb9.xy = notEqual(vec4(0.0, 0.0, 0.0, 0.0), vec4(_EnableTouchGlow, _EnableBulge, _EnableTouchGlow, _EnableTouchGlow)).xy;
					    u_xlatb9.x = u_xlatb9.y || u_xlatb9.x;
					    if(u_xlatb9.x){
					        u_xlat5 = u_xlat2.wwww * unity_ObjectToWorld[3];
					        vs_TEXCOORD6 = unity_ObjectToWorld[2] * vec4(-5.0, -5.0, -5.0, -5.0) + u_xlat5;
					        u_xlat2.x = float(0.0);
					        u_xlat2.y = float(0.0);
					        u_xlat2.z = float(-5.0);
					    } else {
					        vs_TEXCOORD6.xyz = (bool(u_xlatb1)) ? u_xlat7.xyz : u_xlat0.xyz;
					        vs_TEXCOORD6.w = u_xlat0.w;
					    }
					    u_xlat0 = u_xlat2.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * u_xlat2.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * u_xlat2.zzzz + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[3] * u_xlat2.wwww + u_xlat0;
					    u_xlatb1 = unity_LightShadowBias.z!=0.0;
					    u_xlat5.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat5.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat5.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat7.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat7.x = inversesqrt(u_xlat7.x);
					    u_xlat7.xyz = u_xlat7.xxx * u_xlat5.xyz;
					    u_xlat9.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat4.x = dot(u_xlat9.xyz, u_xlat9.xyz);
					    u_xlat4.x = inversesqrt(u_xlat4.x);
					    u_xlat9.xyz = u_xlat9.xyz * u_xlat4.xxx;
					    u_xlat9.x = dot(u_xlat7.xyz, u_xlat9.xyz);
					    u_xlat9.x = (-u_xlat9.x) * u_xlat9.x + 1.0;
					    u_xlat9.x = sqrt(u_xlat9.x);
					    u_xlat9.x = u_xlat9.x * unity_LightShadowBias.z;
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = (bool(u_xlatb1)) ? u_xlat7.xyz : u_xlat0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati3 + 1) / 4][(u_xlati3 + 1) % 4];
					    u_xlat1 = unity_StereoMatrixVP[u_xlati3 / 4][u_xlati3 % 4] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati3 + 2) / 4][(u_xlati3 + 2) % 4] * u_xlat0.zzzz + u_xlat1;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati3 + 3) / 4][(u_xlati3 + 3) % 4] * u_xlat0.wwww + u_xlat1;
					    u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w;
					    u_xlat1.x = min(u_xlat1.x, 0.0);
					    u_xlat1.x = max(u_xlat1.x, -1.0);
					    u_xlat12 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat12);
					    u_xlat1.x = (-u_xlat12) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat12;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD4.xy = in_TEXCOORD3.xy;
					    vs_TEXCOORD7 = u_xlat2;
					    vs_TEXCOORD9.zw = u_xlat4.zw;
					    vs_TEXCOORD11 = in_COLOR0;
					    vs_TEXCOORD5.xyz = unity_ObjectToWorld[3].xyz;
					    vs_TEXCOORD8.xyz = vec3(1.0, 1.0, 1.0);
					    vs_TEXCOORD10.xyz = vec3(0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_5_0
					
					#version 430
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					precise vec4 u_xlat_precise_vec4;
					precise ivec4 u_xlat_precise_ivec4;
					precise bvec4 u_xlat_precise_bvec4;
					precise uvec4 u_xlat_precise_uvec4;
					layout(location = 0) out vec4 SV_Target0;
					void main()
					{
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
	}
	CustomEditor "Thry.ShaderEditor"
}