Shader "Particles/Additive Intensify" {
	Properties {
		_TintColor ("Tint Color", Vector) = (0.5,0.5,0.5,0.5)
		_MainTex ("Particle Texture", 2D) = "white" {}
		_InvFade ("Soft Particles Factor", Range(0.01, 90)) = 1
		_Glow ("Intensity", Range(0, 300)) = 1
	}
	SubShader {
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Overlay" }
		Pass {
			Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Overlay" }
			Blend SrcAlpha One, SrcAlpha One
			ColorMask RGB -1
			ZWrite Off
			Cull Off
			GpuProgramID 64904
			Program "vp" {
				SubProgram "d3d11 " {
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					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 = 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;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_1_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					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 = 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;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOFTPARTICLES_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					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 = 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_xlat1 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    u_xlat2 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat2.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat2.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = u_xlat0.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat0.x + u_xlat3;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat1.w;
					    vs_TEXCOORD2.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					int u_xlati8;
					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 = 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_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat3.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat3.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat4 = u_xlat0.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat0.x + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					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 = 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;
					    u_xlat0.x = u_xlat0.z / _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);
					    vs_TEXCOORD1 = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					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 = 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;
					    u_xlat0.x = u_xlat0.z / _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);
					    vs_TEXCOORD1 = u_xlat0.x * unity_FogParams.z + unity_FogParams.w;
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" "SOFTPARTICLES_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					float u_xlat7;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_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_xlat1 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    u_xlat2 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat2.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat2.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat7 = u_xlat1.z / _ProjectionParams.y;
					    u_xlat7 = (-u_xlat7) + 1.0;
					    u_xlat7 = u_xlat7 * _ProjectionParams.z;
					    u_xlat7 = max(u_xlat7, 0.0);
					    vs_TEXCOORD1 = u_xlat7 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat3 = u_xlat0.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat0.x + u_xlat3;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat1.w;
					    vs_TEXCOORD2.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat5;
					int u_xlati8;
					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 = 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_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat3.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat3.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = u_xlat2.z / _ProjectionParams.y;
					    u_xlat5 = (-u_xlat5) + 1.0;
					    u_xlat5 = u_xlat5 * _ProjectionParams.z;
					    u_xlat5 = max(u_xlat5, 0.0);
					    vs_TEXCOORD1 = u_xlat5 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat4 = u_xlat0.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat0.x + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					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 = 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;
					    u_xlat0.x = u_xlat0.z / _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;
					    vs_TEXCOORD1 = exp2((-u_xlat0.x));
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					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 = 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;
					    u_xlat0.x = u_xlat0.z / _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;
					    vs_TEXCOORD1 = exp2((-u_xlat0.x));
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" "SOFTPARTICLES_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					float u_xlat7;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_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_xlat1 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    u_xlat2 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat2.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat2.w;
					    u_xlat7 = u_xlat1.z / _ProjectionParams.y;
					    u_xlat7 = (-u_xlat7) + 1.0;
					    u_xlat7 = u_xlat7 * _ProjectionParams.z;
					    u_xlat7 = max(u_xlat7, 0.0);
					    u_xlat7 = u_xlat7 * unity_FogParams.y;
					    vs_TEXCOORD1 = exp2((-u_xlat7));
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = u_xlat0.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat0.x + u_xlat3;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat1.w;
					    vs_TEXCOORD2.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat5;
					int u_xlati8;
					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 = 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_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat3.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat3.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = u_xlat2.z / _ProjectionParams.y;
					    u_xlat5 = (-u_xlat5) + 1.0;
					    u_xlat5 = u_xlat5 * _ProjectionParams.z;
					    u_xlat5 = max(u_xlat5, 0.0);
					    u_xlat5 = u_xlat5 * unity_FogParams.y;
					    vs_TEXCOORD1 = exp2((-u_xlat5));
					    u_xlat4 = u_xlat0.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat0.x + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					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 = 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;
					    u_xlat0.x = u_xlat0.z / _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);
					    vs_TEXCOORD1 = exp2(u_xlat0.x);
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					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 = 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;
					    u_xlat0.x = u_xlat0.z / _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);
					    vs_TEXCOORD1 = exp2(u_xlat0.x);
					    u_xlat0 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat0.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat0.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SOFTPARTICLES_ON" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_4_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					float u_xlat7;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_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_xlat1 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat1;
					    u_xlat2 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat2.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat2.w;
					    u_xlat7 = u_xlat1.z / _ProjectionParams.y;
					    u_xlat7 = (-u_xlat7) + 1.0;
					    u_xlat7 = u_xlat7 * _ProjectionParams.z;
					    u_xlat7 = max(u_xlat7, 0.0);
					    u_xlat7 = u_xlat7 * unity_FogParams.x;
					    u_xlat7 = u_xlat7 * (-u_xlat7);
					    vs_TEXCOORD1 = exp2(u_xlat7);
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat3 = u_xlat0.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat0.x + u_xlat3;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD2.w = u_xlat1.w;
					    vs_TEXCOORD2.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform VGlobals {
						vec4 unused_0_0[2];
						vec4 _TintColor;
						float _Glow;
						vec4 _MainTex_ST;
						vec4 unused_0_4;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_2_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_COLOR0;
					in  vec2 in_TEXCOORD0;
					out vec4 vs_COLOR0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					vec4 u_xlat0;
					vec2 u_xlat1;
					int u_xlati1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					float u_xlat4;
					float u_xlat5;
					int u_xlati8;
					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 = 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_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    u_xlat3 = in_COLOR0 * _TintColor;
					    vs_COLOR0.xyz = u_xlat3.xyz * vec3(_Glow);
					    vs_COLOR0.w = u_xlat3.w;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					    u_xlat5 = u_xlat2.z / _ProjectionParams.y;
					    u_xlat5 = (-u_xlat5) + 1.0;
					    u_xlat5 = u_xlat5 * _ProjectionParams.z;
					    u_xlat5 = max(u_xlat5, 0.0);
					    u_xlat5 = u_xlat5 * unity_FogParams.x;
					    u_xlat5 = u_xlat5 * (-u_xlat5);
					    vs_TEXCOORD1 = exp2(u_xlat5);
					    u_xlat4 = u_xlat0.y * unity_StereoMatrixV[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati1 / 4][u_xlati1 % 4].z * u_xlat0.x + u_xlat4;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4].z * u_xlat0.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4].z * u_xlat0.w + u_xlat0.x;
					    vs_TEXCOORD2.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati8 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati8].zw;
					    vs_TEXCOORD2.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati8].xy + u_xlat1.xy;
					    vs_TEXCOORD2.w = u_xlat2.w;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0 = u_xlat0 * u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0 = u_xlat0 * u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOFTPARTICLES_ON" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0 = u_xlat0 * u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    SV_Target0 = u_xlat0 * u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" "SOFTPARTICLES_ON" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_LINEAR" "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" "SOFTPARTICLES_ON" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP" "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0 = vs_COLOR0 + vs_COLOR0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SOFTPARTICLES_ON" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[7];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SOFTPARTICLES_ON" "UNITY_SINGLE_PASS_STEREO" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[5];
						float _InvFade;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[6];
						vec4 _ZBufferParams;
						vec4 unused_1_2;
					};
					uniform  sampler2D _CameraDepthTexture;
					uniform  sampler2D _MainTex;
					in  vec4 vs_COLOR0;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD2.xy / vs_TEXCOORD2.ww;
					    u_xlat0 = texture(_CameraDepthTexture, u_xlat0.xy);
					    u_xlat0.x = _ZBufferParams.z * u_xlat0.x + _ZBufferParams.w;
					    u_xlat0.x = float(1.0) / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x + (-vs_TEXCOORD2.z);
					    u_xlat0.x = u_xlat0.x * _InvFade;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat0.w = u_xlat0.x * vs_COLOR0.w;
					    u_xlat0.xyz = vs_COLOR0.xyz;
					    u_xlat0 = u_xlat0 + u_xlat0;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.x = vs_TEXCOORD1;
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xxx;
					    SV_Target0.w = u_xlat0.w;
					    return;
					}"
				}
			}
		}
	}
}