Shader "Shader Forge/Crystal Shader" {
	Properties {
		_BaseColortex ("Base Color tex", 2D) = "white" {}
		_BasaColor ("Basa Color", Vector) = (1,1,1,1)
		_SurfaceClolrtex ("Surface Clolr tex", 2D) = "white" {}
		_SurfaceClolr ("Surface Clolr", Vector) = (0,0,0,1)
		_Normal ("Normal", 2D) = "bump" {}
		_alpha ("alpha", 2D) = "white" {}
		_Metallic ("Metallic", Range(0, 1)) = 0.5
		_Gloss ("Gloss", Range(0, 1)) = 0.9
		_Repetition ("Repetition", Range(1, 20)) = 10
		_ColorLoop ("ColorLoop", Range(1, 5)) = 1
		_Width ("Width", Range(0, 1)) = 0.5
		_ColoeLevel ("Coloe Level", Range(0, 1)) = 0.5
		_PasutelColor ("Pasutel Color", Range(0, 1)) = 0.3
		_Distortion ("Distortion", Range(0, 10)) = 5
		_ChromaticAberration ("Chromatic Aberration", Range(-1, 1)) = 0
		[MaterialToggle] _LightCompletion ("Light Completion", Float) = 1
		[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
	}
	SubShader {
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		GrabPass {
		}
		Pass {
			Name "FORWARD"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
			Cull Off
			GpuProgramID 59648
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "VERTEXLIGHT_ON" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD9;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD8 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD9 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.y;
					    u_xlat39 = exp2((-u_xlat39));
					    u_xlat39 = min(u_xlat39, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.y;
					    u_xlat42 = exp2((-u_xlat42));
					    u_xlat42 = min(u_xlat42, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlat16.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					vec3 u_xlat13;
					float u_xlat14;
					bool u_xlatb14;
					vec3 u_xlat15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					float u_xlat26;
					bool u_xlatb26;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat29;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					bool u_xlatb39;
					float u_xlat40;
					int u_xlati40;
					bool u_xlatb40;
					float u_xlat41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat13.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat13.x = inversesqrt(u_xlat13.x);
					    u_xlat13.xyz = u_xlat13.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat13.xyz;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat40 = sqrt(u_xlat40);
					    u_xlat16.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat16.xyz;
					    u_xlat3.xyz = vec3(u_xlat40) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat31.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat39 = u_xlat0.x * u_xlat0.x;
					    u_xlatb40 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb40){
					        u_xlat40 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat40 = inversesqrt(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					        u_xlat8.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat40 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat40 = min(u_xlat8.z, u_xlat40);
					        u_xlat8.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat40) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat4.xyz;
					    }
					    u_xlat40 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat40 = u_xlat0.x * u_xlat40;
					    u_xlat40 = u_xlat40 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat40);
					    u_xlat41 = u_xlat7.w + -1.0;
					    u_xlat41 = unity_SpecCube0_HDR.w * u_xlat41 + 1.0;
					    u_xlat41 = log2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.y;
					    u_xlat41 = exp2(u_xlat41);
					    u_xlat41 = u_xlat41 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat41);
					    u_xlatb42 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb42){
					        u_xlatb42 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb42){
					            u_xlat42 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat42 = inversesqrt(u_xlat42);
					            u_xlat9.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					            u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat42 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat42 = min(u_xlat10.z, u_xlat42);
					            u_xlat10.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat42) + u_xlat10.xyz;
					        } else {
					            u_xlat9.xyz = u_xlat4.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat9.xyz, u_xlat40);
					        u_xlat40 = u_xlat9.w + -1.0;
					        u_xlat40 = unity_SpecCube1_HDR.w * u_xlat40 + 1.0;
					        u_xlat40 = log2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.y;
					        u_xlat40 = exp2(u_xlat40);
					        u_xlat40 = u_xlat40 * unity_SpecCube1_HDR.x;
					        u_xlat9.xyz = u_xlat9.xyz * vec3(u_xlat40);
					        u_xlat7.xyz = vec3(u_xlat41) * u_xlat7.xyz + (-u_xlat9.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat7.xyz + u_xlat9.xyz;
					    }
					    u_xlat40 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat40 = max(u_xlat40, 0.0);
					    u_xlat41 = min(u_xlat40, 1.0);
					    u_xlat42 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat31.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat31.xy);
					    u_xlat7.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat27 = abs(u_xlat2.x) * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat41 * u_xlat14 + u_xlat39;
					    u_xlat14 = u_xlat14 * abs(u_xlat2.x);
					    u_xlat14 = u_xlat41 * u_xlat27 + u_xlat14;
					    u_xlat14 = u_xlat14 + 9.99999975e-06;
					    u_xlat14 = 0.5 / u_xlat14;
					    u_xlat27 = u_xlat39 * u_xlat39;
					    u_xlat15.x = u_xlat1.x * u_xlat27 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat15.x * u_xlat1.x + 1.0;
					    u_xlat27 = u_xlat27 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat27 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat14;
					    u_xlat1.x = u_xlat41 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat39 = u_xlat39 * u_xlat39 + 1.0;
					    u_xlat39 = float(1.0) / u_xlat39;
					    u_xlat14 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb14 = u_xlat14!=0.0;
					    u_xlat14 = u_xlatb14 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat14 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat15.x = (-u_xlat42) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat15.xyz = u_xlat9.xyz * u_xlat15.xxx + u_xlat6.xyz;
					    u_xlat43 = u_xlat43 + _Gloss;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat31.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat44 = u_xlat31.x * u_xlat31.x;
					    u_xlat44 = u_xlat44 * u_xlat44;
					    u_xlat31.x = u_xlat31.x * u_xlat44;
					    u_xlat9.xyz = (-u_xlat6.xyz) + vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat31.xxx * u_xlat9.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat8.xyz;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat15.xyz + u_xlat6.xyz;
					    u_xlat39 = u_xlat42 + u_xlat42;
					    u_xlat39 = u_xlat42 * u_xlat39;
					    u_xlat15.x = (-u_xlat40) + 1.0;
					    u_xlat28 = u_xlat15.x * u_xlat15.x;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat15.x = u_xlat15.x * u_xlat28;
					    u_xlat0.x = u_xlat39 * u_xlat0.x + -0.5;
					    u_xlat39 = u_xlat0.x * u_xlat15.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat31.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat39;
					    u_xlat0.x = u_xlat40 * u_xlat0.x;
					    u_xlat15.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat39 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat39 = u_xlat39 * _Repetition;
					    u_xlat39 = sin(u_xlat39);
					    u_xlat39 = u_xlat39 * 0.5 + 0.5;
					    u_xlatb39 = _Width>=u_xlat39;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat40 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat40 = u_xlat40 * _Repetition;
					    u_xlat40 = sin(u_xlat40);
					    u_xlat40 = u_xlat40 * 0.5 + 0.5;
					    u_xlatb40 = _Width>=u_xlat40;
					    u_xlat40 = u_xlatb40 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat0.x * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat39 * u_xlat42;
					    u_xlat4.x = u_xlat40 * u_xlat42;
					    u_xlat13.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat26 = u_xlat13.x * _Repetition;
					    u_xlat26 = sin(u_xlat26);
					    u_xlat26 = u_xlat26 * 0.5 + 0.5;
					    u_xlatb26 = _Width>=u_xlat26;
					    u_xlat26 = u_xlatb26 ? 1.0 : float(0.0);
					    u_xlat26 = u_xlat26 * u_xlat40;
					    u_xlat26 = u_xlat39 * u_xlat26;
					    u_xlat39 = u_xlat42 * u_xlat40 + u_xlat26;
					    u_xlati39 = int((0.0<u_xlat39) ? 0xFFFFFFFFu : uint(0));
					    u_xlat39 = float((-u_xlati39));
					    u_xlat39 = u_xlat39;
					    u_xlat39 = clamp(u_xlat39, 0.0, 1.0);
					    u_xlati40 = unity_StereoEyeIndex << 2;
					    u_xlat16.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati40 + 1) / 4][(u_xlati40 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati40 / 4][u_xlati40 % 4].xy * (-u_xlat3.xx) + u_xlat16.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati40 + 2) / 4][(u_xlati40 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat29.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat29.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat17.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat17.xyz = fract(u_xlat17.xyz);
					    u_xlat17.xyz = (-u_xlat17.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat17.xyz = abs(u_xlat17.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat17.xyz = clamp(u_xlat17.xyz, 0.0, 1.0);
					    u_xlat8.xyz = u_xlat13.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat8.xyz = fract(u_xlat8.xyz);
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = abs(u_xlat8.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat8.xyz = clamp(u_xlat8.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat26) * u_xlat8.xyz;
					    u_xlat0.xyz = u_xlat17.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat39);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb39 = 0.0>=_LightColor0.x;
					    u_xlat39 = u_xlatb39 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat39 = max(u_xlat2.x, 0.0);
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat40 = _Distortion + (-_ChromaticAberration);
					    u_xlat39 = log2(u_xlat39);
					    u_xlat40 = u_xlat39 * u_xlat40;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat8 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = u_xlat39 * _Distortion;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat29.xy = u_xlat3.xy * vec2(u_xlat40) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat29.xy);
					    u_xlat40 = _Distortion + _ChromaticAberration;
					    u_xlat39 = u_xlat39 * u_xlat40;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat39) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat8.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat15.xyz * u_xlat7.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat39 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[10];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat17.xz = (-u_xlat3.yy) * unity_MatrixV[1].xy;
					    u_xlat3.xy = unity_MatrixV[0].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_MatrixV[2].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "LIGHTPROBE_SH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						float _Repetition;
						float _Width;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						float _PasutelColor;
						float _Distortion;
						vec4 _BasaColor;
						float _ColoeLevel;
						float _ChromaticAberration;
						vec4 _BaseColortex_ST;
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						float _ColorLoop;
						float _LightCompletion;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[6];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[52];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_4[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _GrabTexture;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					uniform  sampler2D _BaseColortex;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD7;
					in  vec4 vs_TEXCOORD9;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec2 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					vec3 u_xlat14;
					float u_xlat15;
					bool u_xlatb15;
					vec3 u_xlat16;
					vec3 u_xlat17;
					vec3 u_xlat18;
					float u_xlat28;
					bool u_xlatb28;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat31;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					bool u_xlatb42;
					float u_xlat43;
					int u_xlati43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					void main()
					{
					    u_xlat0.x = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat14.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat14.x = inversesqrt(u_xlat14.x);
					    u_xlat14.xyz = u_xlat14.xxx * vs_TEXCOORD4.xyz;
					    u_xlat0.xyz = u_xlat0.xxx * u_xlat14.xyz;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat3 = texture(_Normal, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat43 = sqrt(u_xlat43);
					    u_xlat17.xyz = u_xlat3.yyy * vs_TEXCOORD6.xyz;
					    u_xlat3.xyz = u_xlat3.xxx * vs_TEXCOORD5.xyz + u_xlat17.xyz;
					    u_xlat3.xyz = vec3(u_xlat43) * u_xlat0.xyz + u_xlat3.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 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat0.x = u_xlat0.x + u_xlat0.x;
					    u_xlat4.xyz = u_xlat3.xyz * (-u_xlat0.xxx) + (-u_xlat2.xyz);
					    u_xlat5.xy = vs_TEXCOORD7.xy / vs_TEXCOORD7.ww;
					    u_xlat33.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat6 = texture(_alpha, u_xlat33.xy);
					    u_xlat0.x = u_xlat6.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat6.xyz = u_xlat0.xxx * _WorldSpaceLightPos0.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + u_xlat6.xyz;
					    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 = (-_Gloss) + 1.0;
					    u_xlat42 = u_xlat0.x * u_xlat0.x;
					    u_xlatb43 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb43){
					        u_xlatb43 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat7.xyz = vs_TEXCOORD3.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD3.xxx + u_xlat7.xyz;
					        u_xlat7.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.zzz + u_xlat7.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat7.xyz = (bool(u_xlatb43)) ? u_xlat7.xyz : vs_TEXCOORD3.xyz;
					        u_xlat7.xyz = u_xlat7.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat7.yzw = u_xlat7.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat43 = u_xlat7.y * 0.25;
					        u_xlat44 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat46 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat43 = max(u_xlat43, u_xlat44);
					        u_xlat7.x = min(u_xlat46, u_xlat43);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat7.xzw);
					        u_xlat9.xyz = u_xlat7.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat9.xyz);
					        u_xlat7.xyz = u_xlat7.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(u_xlat8, u_xlat3);
					        u_xlat8.y = dot(u_xlat9, u_xlat3);
					        u_xlat8.z = dot(u_xlat7, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat8.x = dot(unity_SHAr, u_xlat3);
					        u_xlat8.y = dot(unity_SHAg, u_xlat3);
					        u_xlat8.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat7.xyz = u_xlat8.xyz + vs_TEXCOORD9.xyz;
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					        u_xlat9.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat43 = min(u_xlat9.z, u_xlat43);
					        u_xlat9.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat43) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat4.xyz;
					    }
					    u_xlat43 = (-u_xlat0.x) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat0.x * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat43);
					    u_xlat44 = u_xlat8.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat10.xyz = vec3(u_xlat45) * u_xlat4.xyz;
					            u_xlat11.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-vs_TEXCOORD3.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat45 = min(u_xlat11.z, u_xlat45);
					            u_xlat11.xyz = vs_TEXCOORD3.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat45) + u_xlat11.xyz;
					        } else {
					            u_xlat10.xyz = u_xlat4.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat10.xyz, u_xlat43);
					        u_xlat43 = u_xlat10.w + -1.0;
					        u_xlat43 = unity_SpecCube1_HDR.w * u_xlat43 + 1.0;
					        u_xlat43 = log2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.y;
					        u_xlat43 = exp2(u_xlat43);
					        u_xlat43 = u_xlat43 * unity_SpecCube1_HDR.x;
					        u_xlat10.xyz = u_xlat10.xyz * vec3(u_xlat43);
					        u_xlat8.xyz = vec3(u_xlat44) * u_xlat8.xyz + (-u_xlat10.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat8.xyz + u_xlat10.xyz;
					    }
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat6.xyz);
					    u_xlat43 = max(u_xlat43, 0.0);
					    u_xlat44 = min(u_xlat43, 1.0);
					    u_xlat45 = dot(u_xlat6.xyz, u_xlat1.xyz);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat33.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat6 = texture(_SurfaceClolrtex, u_xlat33.xy);
					    u_xlat8.xyz = u_xlat6.xyz * _SurfaceClolr.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(_Metallic) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat46 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat8.xyz = vec3(u_xlat46) * u_xlat8.xyz;
					    u_xlat46 = (-u_xlat46) + 1.0;
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat1.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = (-u_xlat0.x) * u_xlat0.x + 1.0;
					    u_xlat29 = abs(u_xlat2.x) * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat44 * u_xlat15 + u_xlat42;
					    u_xlat15 = u_xlat15 * abs(u_xlat2.x);
					    u_xlat15 = u_xlat44 * u_xlat29 + u_xlat15;
					    u_xlat15 = u_xlat15 + 9.99999975e-06;
					    u_xlat15 = 0.5 / u_xlat15;
					    u_xlat29 = u_xlat42 * u_xlat42;
					    u_xlat16.x = u_xlat1.x * u_xlat29 + (-u_xlat1.x);
					    u_xlat1.x = u_xlat16.x * u_xlat1.x + 1.0;
					    u_xlat29 = u_xlat29 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat1.x = u_xlat29 / u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * u_xlat15;
					    u_xlat1.x = u_xlat44 * u_xlat1.x;
					    u_xlat1.x = u_xlat1.x * 3.14159274;
					    u_xlat1.x = max(u_xlat1.x, 0.0);
					    u_xlat42 = u_xlat42 * u_xlat42 + 1.0;
					    u_xlat42 = float(1.0) / u_xlat42;
					    u_xlat15 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb15 = u_xlat15!=0.0;
					    u_xlat15 = u_xlatb15 ? 1.0 : float(0.0);
					    u_xlat1.x = u_xlat15 * u_xlat1.x;
					    u_xlat1.xyz = u_xlat1.xxx * _LightColor0.xyz;
					    u_xlat16.x = (-u_xlat45) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat16.xyz = u_xlat10.xyz * u_xlat16.xxx + u_xlat6.xyz;
					    u_xlat46 = u_xlat46 + _Gloss;
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat33.x = -abs(u_xlat2.x) + 1.0;
					    u_xlat47 = u_xlat33.x * u_xlat33.x;
					    u_xlat47 = u_xlat47 * u_xlat47;
					    u_xlat33.x = u_xlat33.x * u_xlat47;
					    u_xlat10.xyz = (-u_xlat6.xyz) + vec3(u_xlat46);
					    u_xlat6.xyz = u_xlat33.xxx * u_xlat10.xyz + u_xlat6.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat9.xyz;
					    u_xlat6.xyz = vec3(u_xlat42) * u_xlat6.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat16.xyz + u_xlat6.xyz;
					    u_xlat42 = u_xlat45 + u_xlat45;
					    u_xlat42 = u_xlat45 * u_xlat42;
					    u_xlat16.x = (-u_xlat43) + 1.0;
					    u_xlat30 = u_xlat16.x * u_xlat16.x;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat16.x = u_xlat16.x * u_xlat30;
					    u_xlat0.x = u_xlat42 * u_xlat0.x + -0.5;
					    u_xlat42 = u_xlat0.x * u_xlat16.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat33.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat42;
					    u_xlat0.x = u_xlat43 * u_xlat0.x;
					    u_xlat16.xyz = u_xlat0.xxx * _LightColor0.xyz + u_xlat7.xyz;
					    u_xlat0.x = dot(u_xlat4.xzy, vec3(0.5, 0.5, 1.0));
					    u_xlat42 = dot(u_xlat4.xy, vec2(-0.5, 1.0));
					    u_xlat42 = u_xlat42 * _Repetition;
					    u_xlat42 = sin(u_xlat42);
					    u_xlat42 = u_xlat42 * 0.5 + 0.5;
					    u_xlatb42 = _Width>=u_xlat42;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat43 = dot(u_xlat4.xyz, vec3(1.0, 0.5, 0.5));
					    u_xlat43 = u_xlat43 * _Repetition;
					    u_xlat43 = sin(u_xlat43);
					    u_xlat43 = u_xlat43 * 0.5 + 0.5;
					    u_xlatb43 = _Width>=u_xlat43;
					    u_xlat43 = u_xlatb43 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat0.x * _Repetition;
					    u_xlat45 = sin(u_xlat45);
					    u_xlat45 = u_xlat45 * 0.5 + 0.5;
					    u_xlatb45 = _Width>=u_xlat45;
					    u_xlat45 = u_xlatb45 ? 1.0 : float(0.0);
					    u_xlat45 = u_xlat42 * u_xlat45;
					    u_xlat4.x = u_xlat43 * u_xlat45;
					    u_xlat14.x = dot(u_xlat0.yz, vec2(1.0, 1.0));
					    u_xlat28 = u_xlat14.x * _Repetition;
					    u_xlat28 = sin(u_xlat28);
					    u_xlat28 = u_xlat28 * 0.5 + 0.5;
					    u_xlatb28 = _Width>=u_xlat28;
					    u_xlat28 = u_xlatb28 ? 1.0 : float(0.0);
					    u_xlat28 = u_xlat28 * u_xlat43;
					    u_xlat28 = u_xlat42 * u_xlat28;
					    u_xlat42 = u_xlat45 * u_xlat43 + u_xlat28;
					    u_xlati42 = int((0.0<u_xlat42) ? 0xFFFFFFFFu : uint(0));
					    u_xlat42 = float((-u_xlati42));
					    u_xlat42 = u_xlat42;
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlati43 = unity_StereoEyeIndex << 2;
					    u_xlat17.xz = (-u_xlat3.yy) * unity_StereoMatrixV[(u_xlati43 + 1) / 4][(u_xlati43 + 1) % 4].xy;
					    u_xlat3.xy = unity_StereoMatrixV[u_xlati43 / 4][u_xlati43 % 4].xy * (-u_xlat3.xx) + u_xlat17.xz;
					    u_xlat3.xy = unity_StereoMatrixV[(u_xlati43 + 2) / 4][(u_xlati43 + 2) % 4].xy * (-u_xlat3.zz) + u_xlat3.xy;
					    u_xlat31.xy = vs_TEXCOORD0.xy * _BaseColortex_ST.xy + _BaseColortex_ST.zw;
					    u_xlat6 = texture(_BaseColortex, u_xlat31.xy);
					    u_xlat0.x = u_xlat0.x + 0.5;
					    u_xlat18.xyz = u_xlat0.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat18.xyz = fract(u_xlat18.xyz);
					    u_xlat18.xyz = (-u_xlat18.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat18.xyz = abs(u_xlat18.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlat7.xyz = u_xlat14.xxx * vec3(_ColorLoop) + vec3(0.0, -0.333333343, 0.333333343);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = abs(u_xlat7.xyz) * vec3(3.0, 3.0, 3.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat7.xyz = clamp(u_xlat7.xyz, 0.0, 1.0);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat7.xyz;
					    u_xlat0.xyz = u_xlat18.xyz * u_xlat4.xxx + u_xlat0.xyz;
					    u_xlat4.xyz = (-u_xlat0.xyz) + vec3(u_xlat42);
					    u_xlat0.xyz = vec3(_PasutelColor) * u_xlat4.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(_ColoeLevel);
					    u_xlatb42 = 0.0>=_LightColor0.x;
					    u_xlat42 = u_xlatb42 ? 1.0 : float(0.0);
					    u_xlat4.xyz = (-_LightColor0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = vec3(u_xlat42) * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(vec3(_LightCompletion, _LightCompletion, _LightCompletion)) * u_xlat4.xyz + _LightColor0.xyz;
					    u_xlat42 = max(u_xlat2.x, 0.0);
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat43 = _Distortion + (-_ChromaticAberration);
					    u_xlat42 = log2(u_xlat42);
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat7 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = u_xlat42 * _Distortion;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat31.xy = u_xlat3.xy * vec2(u_xlat43) + u_xlat5.xy;
					    u_xlat9 = texture(_GrabTexture, u_xlat31.xy);
					    u_xlat43 = _Distortion + _ChromaticAberration;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat3.xy = u_xlat3.xy * vec2(u_xlat42) + u_xlat5.xy;
					    u_xlat3 = texture(_GrabTexture, u_xlat3.xy);
					    u_xlat3.x = u_xlat7.x;
					    u_xlat3.y = u_xlat9.y;
					    u_xlat3.xyz = u_xlat3.xyz * _BasaColor.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * u_xlat3.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat4.xyz + u_xlat3.xyz;
					    u_xlat0.xyz = clamp(u_xlat0.xyz, 0.0, 1.0);
					    u_xlat1.xyz = u_xlat16.xyz * u_xlat8.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    u_xlat42 = vs_TEXCOORD8 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "FORWARD_DELTA"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
			Blend One One, One One
			Cull Off
			GpuProgramID 123729
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[5];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_2_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat10;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat0.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat2.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat2.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat10 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    u_xlat3.xyz = vec3(u_xlat10) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat2.zxy * u_xlat3.yzx;
					    u_xlat2.xyz = u_xlat2.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat2.xyz = u_xlat2.xyz * in_TANGENT0.www;
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat10 = inversesqrt(u_xlat10);
					    vs_TEXCOORD6.xyz = vec3(u_xlat10) * u_xlat2.xyz;
					    u_xlat10 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat10 = unity_MatrixV[0].z * u_xlat1.x + u_xlat10;
					    u_xlat10 = unity_MatrixV[2].z * u_xlat1.z + u_xlat10;
					    u_xlat10 = unity_MatrixV[3].z * u_xlat1.w + u_xlat10;
					    vs_TEXCOORD7.z = (-u_xlat10);
					    u_xlat0.y = u_xlat0.y * _ProjectionParams.x;
					    u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat0.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityPerCamera {
						vec4 unused_0_0[4];
						vec4 _ProjectionParams;
						vec4 unused_0_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_2_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_2_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					int u_xlati10;
					float u_xlat12;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD3 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat5.x = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat5.x = inversesqrt(u_xlat5.x);
					    u_xlat5.xyz = u_xlat5.xxx * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat5.xyz;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat12 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat3.xyz = vec3(u_xlat12) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat5.zxy * u_xlat3.yzx;
					    u_xlat5.xyz = u_xlat5.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat5.xyz = u_xlat5.xyz * in_TANGENT0.www;
					    u_xlat12 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    vs_TEXCOORD6.xyz = u_xlat5.xyz * vec3(u_xlat12);
					    u_xlat5.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4].z;
					    u_xlat5.x = unity_StereoMatrixV[u_xlati0 / 4][u_xlati0 % 4].z * u_xlat1.x + u_xlat5.x;
					    u_xlat5.x = unity_StereoMatrixV[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4].z * u_xlat1.z + u_xlat5.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4].z * u_xlat1.w + u_xlat5.x;
					    vs_TEXCOORD7.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_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat2.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat2.w;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec4 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD8 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					float u_xlat14;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat2.z;
					    vs_TEXCOORD3 = u_xlat0;
					    u_xlat3.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat3.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat3.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat3.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    vs_TEXCOORD4.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat14 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    u_xlat4.xyz = vec3(u_xlat14) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat3.zxy * u_xlat4.yzx;
					    u_xlat3.xyz = u_xlat3.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat3.xyz = u_xlat3.xyz * in_TANGENT0.www;
					    u_xlat14 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat14 = inversesqrt(u_xlat14);
					    vs_TEXCOORD6.xyz = vec3(u_xlat14) * u_xlat3.xyz;
					    u_xlat7 = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat1.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat2.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat2.xw * vec2(0.5, 0.5);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out float vs_TEXCOORD10;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					out vec3 vs_TEXCOORD8;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec2 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					float u_xlat7;
					vec3 u_xlat8;
					int u_xlati13;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    vs_TEXCOORD10 = u_xlat3.z;
					    vs_TEXCOORD3 = u_xlat0;
					    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_xlat8.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat8.x = inversesqrt(u_xlat8.x);
					    u_xlat8.xyz = u_xlat8.xxx * u_xlat4.xyz;
					    vs_TEXCOORD4.xyz = u_xlat8.xyz;
					    u_xlat4.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat4.xyz;
					    u_xlat4.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat4.xyz;
					    u_xlat15 = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat4.xyz = vec3(u_xlat15) * u_xlat4.xyz;
					    vs_TEXCOORD5.xyz = u_xlat4.xyz;
					    u_xlat5.xyz = u_xlat8.zxy * u_xlat4.yzx;
					    u_xlat8.xyz = u_xlat8.yzx * u_xlat4.zxy + (-u_xlat5.xyz);
					    u_xlat8.xyz = u_xlat8.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat8.xyz, u_xlat8.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = u_xlat8.xyz * vec3(u_xlat15);
					    u_xlat7 = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat1.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat7;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat1.x;
					    u_xlat1.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat1.x;
					    vs_TEXCOORD7.z = (-u_xlat1.x);
					    u_xlat1.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat1.w = u_xlat1.x * 0.5;
					    u_xlat1.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat1.xy = u_xlat1.zz + u_xlat1.xw;
					    u_xlati13 = unity_StereoEyeIndex;
					    u_xlat2.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati13].zw;
					    vs_TEXCOORD7.xy = u_xlat1.xy * unity_StereoScaleOffset[u_xlati13].xy + u_xlat2.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD8.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[9];
						mat4x4 unity_MatrixV;
						vec4 unused_3_2[4];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_4[2];
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat2 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat3.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat3.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat3.xy;
					    u_xlat3.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat3.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat3.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat2.z;
					    u_xlat3.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat3.xyz;
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat3.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD5.xyz = u_xlat3.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat3.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat3.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_MatrixV[1].z;
					    u_xlat0.x = unity_MatrixV[0].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[2].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_MatrixV[3].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.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);
					    vs_TEXCOORD7.w = u_xlat2.w;
					    vs_TEXCOORD7.xy = u_xlat0.zz + u_xlat0.xw;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[12];
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[8];
						mat4x4 unity_StereoMatrixV[2];
						vec4 unused_3_2[12];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_4[38];
						vec4 unity_StereoScaleOffset[2];
						vec4 unused_3_6;
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TANGENT0;
					in  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD8;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out float vs_TEXCOORD10;
					out vec3 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD6;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					int u_xlati2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat7;
					int u_xlati10;
					float u_xlat15;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD1.xy = in_TEXCOORD1.xy;
					    u_xlat7.xy = u_xlat0.yy * unity_WorldToLight[1].xy;
					    u_xlat7.xy = unity_WorldToLight[0].xy * u_xlat0.xx + u_xlat7.xy;
					    u_xlat7.xy = unity_WorldToLight[2].xy * u_xlat0.zz + u_xlat7.xy;
					    vs_TEXCOORD8.xy = unity_WorldToLight[3].xy * u_xlat0.ww + u_xlat7.xy;
					    vs_TEXCOORD3 = u_xlat0;
					    vs_TEXCOORD2.xy = in_TEXCOORD2.xy;
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz;
					    vs_TEXCOORD10 = u_xlat3.z;
					    u_xlat7.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[0].xyz * in_TANGENT0.xxx + u_xlat7.xyz;
					    u_xlat7.xyz = unity_ObjectToWorld[2].xyz * in_TANGENT0.zzz + u_xlat7.xyz;
					    u_xlat15 = dot(u_xlat7.xyz, u_xlat7.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat7.xyz = vec3(u_xlat15) * u_xlat7.xyz;
					    vs_TEXCOORD5.xyz = u_xlat7.xyz;
					    u_xlat4.xyz = u_xlat0.zxy * u_xlat7.yzx;
					    u_xlat0.xyz = u_xlat0.yzx * u_xlat7.zxy + (-u_xlat4.xyz);
					    u_xlat0.xyz = u_xlat0.xyz * in_TANGENT0.www;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    vs_TEXCOORD6.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat0.x = u_xlat1.y * unity_StereoMatrixV[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4].z;
					    u_xlat0.x = unity_StereoMatrixV[u_xlati2 / 4][u_xlati2 % 4].z * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4].z * u_xlat1.z + u_xlat0.x;
					    u_xlat0.x = unity_StereoMatrixV[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4].z * u_xlat1.w + u_xlat0.x;
					    vs_TEXCOORD7.z = (-u_xlat0.x);
					    u_xlat0.x = u_xlat3.y * _ProjectionParams.x;
					    u_xlat0.w = u_xlat0.x * 0.5;
					    u_xlat0.xz = u_xlat3.xw * vec2(0.5, 0.5);
					    u_xlat0.xy = u_xlat0.zz + u_xlat0.xw;
					    u_xlati10 = unity_StereoEyeIndex;
					    u_xlat1.xy = u_xlat3.ww * unity_StereoScaleOffset[u_xlati10].zw;
					    vs_TEXCOORD7.xy = u_xlat0.xy * unity_StereoScaleOffset[u_xlati10].xy + u_xlat1.xy;
					    vs_TEXCOORD7.w = u_xlat3.w;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.y;
					    u_xlat15 = exp2((-u_xlat15));
					    u_xlat15 = min(u_xlat15, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.y;
					    u_xlat15 = exp2((-u_xlat15));
					    u_xlat15 = min(u_xlat15, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.y;
					    u_xlat15 = exp2((-u_xlat15));
					    u_xlat15 = min(u_xlat15, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.y;
					    u_xlat15 = exp2((-u_xlat15));
					    u_xlat15 = min(u_xlat15, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    SV_Target0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.z + unity_FogParams.w;
					    u_xlat18 = clamp(u_xlat18, 0.0, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.y;
					    u_xlat15 = exp2((-u_xlat15));
					    u_xlat15 = min(u_xlat15, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.y;
					    u_xlat15 = exp2((-u_xlat15));
					    u_xlat15 = min(u_xlat15, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.y;
					    u_xlat18 = exp2((-u_xlat18));
					    u_xlat18 = min(u_xlat18, 1.0);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTexture0, vec2(u_xlat12));
					    u_xlat9.xyz = u_xlat4.xxx * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec3 u_xlat4;
					float u_xlat5;
					vec3 u_xlat8;
					float u_xlat10;
					bool u_xlatb10;
					float u_xlat13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					float u_xlat18;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat15 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat15 = min(u_xlat15, 1.0);
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = sqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat0.xyz = vec3(u_xlat15) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat16 = min(u_xlat15, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat17 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat17 = inversesqrt(u_xlat17);
					    u_xlat3.xyz = vec3(u_xlat17) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat17) + u_xlat1.xyz;
					    u_xlat17 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat8.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat13 = u_xlat3.x * u_xlat3.x;
					    u_xlat18 = abs(u_xlat17) * u_xlat8.x + u_xlat13;
					    u_xlat8.x = u_xlat16 * u_xlat8.x + u_xlat13;
					    u_xlat13 = u_xlat13 * u_xlat13;
					    u_xlat8.x = abs(u_xlat17) * u_xlat8.x;
					    u_xlat17 = -abs(u_xlat17) + 1.0;
					    u_xlat8.x = u_xlat16 * u_xlat18 + u_xlat8.x;
					    u_xlat8.x = u_xlat8.x + 9.99999975e-06;
					    u_xlat8.x = 0.5 / u_xlat8.x;
					    u_xlat18 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat18);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat5 = clamp(u_xlat5, 0.0, 1.0);
					    u_xlat10 = u_xlat0.x * u_xlat13 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat10 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat10 = u_xlat13 * 0.318309873;
					    u_xlat0.x = u_xlat10 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat16 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat10 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb10 = u_xlat10!=0.0;
					    u_xlat10 = u_xlatb10 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat10 * u_xlat0.x;
					    u_xlat8.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat0.x = (-u_xlat5) + 1.0;
					    u_xlat10 = u_xlat0.x * u_xlat0.x;
					    u_xlat10 = u_xlat10 * u_xlat10;
					    u_xlat0.x = u_xlat0.x * u_xlat10;
					    u_xlat4.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat8.xyz;
					    u_xlat0.x = u_xlat5 + u_xlat5;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat5 = u_xlat17 * u_xlat17;
					    u_xlat5 = u_xlat5 * u_xlat5;
					    u_xlat5 = u_xlat17 * u_xlat5;
					    u_xlat5 = u_xlat0.x * u_xlat5 + 1.0;
					    u_xlat10 = (-u_xlat15) + 1.0;
					    u_xlat16 = u_xlat10 * u_xlat10;
					    u_xlat16 = u_xlat16 * u_xlat16;
					    u_xlat10 = u_xlat10 * u_xlat16;
					    u_xlat0.x = u_xlat0.x * u_xlat10 + 1.0;
					    u_xlat0.x = u_xlat5 * u_xlat0.x;
					    u_xlat0.x = u_xlat15 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz;
					    u_xlat15 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat15 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat15 = (-u_xlat15) + 1.0;
					    u_xlat15 = u_xlat15 * _ProjectionParams.z;
					    u_xlat15 = max(u_xlat15, 0.0);
					    u_xlat15 = u_xlat15 * unity_FogParams.x;
					    u_xlat15 = u_xlat15 * (-u_xlat15);
					    u_xlat15 = exp2(u_xlat15);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat15);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec4 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat9.xy = vs_TEXCOORD8.xy / vs_TEXCOORD8.ww;
					    u_xlat9.xy = u_xlat9.xy + vec2(0.5, 0.5);
					    u_xlat4 = texture(_LightTexture0, u_xlat9.xy);
					    u_xlatb12 = 0.0<vs_TEXCOORD8.z;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat12 = u_xlat4.w * u_xlat12;
					    u_xlat19 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat19));
					    u_xlat12 = u_xlat12 * u_xlat4.x;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD10;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD8;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat12 = dot(vs_TEXCOORD8.xyz, vs_TEXCOORD8.xyz);
					    u_xlat4 = texture(_LightTextureB0, vec2(u_xlat12));
					    u_xlat5 = texture(_LightTexture0, vs_TEXCOORD8.xyz);
					    u_xlat12 = u_xlat4.x * u_xlat5.w;
					    u_xlat9.xyz = vec3(u_xlat12) * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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[6];
						vec4 _LightColor0;
						vec4 unused_0_2;
						float _Metallic;
						float _Gloss;
						vec4 _Normal_ST;
						vec4 _SurfaceClolr;
						vec4 unused_0_7[4];
						vec4 _SurfaceClolrtex_ST;
						vec4 _alpha_ST;
						vec4 unused_0_10;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _Normal;
					uniform  sampler2D _alpha;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _SurfaceClolrtex;
					in  vec2 vs_TEXCOORD0;
					in  vec2 vs_TEXCOORD8;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					in  float vs_TEXCOORD10;
					in  vec3 vs_TEXCOORD5;
					in  vec3 vs_TEXCOORD6;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec3 u_xlat3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					float u_xlat6;
					vec3 u_xlat9;
					float u_xlat12;
					bool u_xlatb12;
					float u_xlat15;
					float u_xlat18;
					float u_xlat19;
					float u_xlat20;
					float u_xlat21;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz;
					    u_xlat18 = ((gl_FrontFacing ? 0xffffffffu : uint(0)) != uint(0)) ? 1.0 : -1.0;
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xy = vs_TEXCOORD0.xy * _Normal_ST.xy + _Normal_ST.zw;
					    u_xlat1 = texture(_Normal, u_xlat1.xy);
					    u_xlat1.x = u_xlat1.w * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat2.xyz = u_xlat1.yyy * vs_TEXCOORD6.xyz;
					    u_xlat2.xyz = u_xlat1.xxx * vs_TEXCOORD5.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat18 = min(u_xlat18, 1.0);
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = sqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz + u_xlat2.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat0.xyz = vec3(u_xlat18) * u_xlat0.xyz;
					    u_xlat1.xyz = _WorldSpaceLightPos0.www * (-vs_TEXCOORD3.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat18 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat18 = inversesqrt(u_xlat18);
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat18 = dot(u_xlat0.xyz, u_xlat1.xyz);
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat19 = min(u_xlat18, 1.0);
					    u_xlati2 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD3.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati2].xyz;
					    u_xlat20 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat20 = inversesqrt(u_xlat20);
					    u_xlat3.xyz = vec3(u_xlat20) * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat20) + u_xlat1.xyz;
					    u_xlat20 = dot(u_xlat0.xyz, u_xlat3.xyz);
					    u_xlat3.x = (-_Gloss) + 1.0;
					    u_xlat9.x = (-u_xlat3.x) * u_xlat3.x + 1.0;
					    u_xlat15 = u_xlat3.x * u_xlat3.x;
					    u_xlat21 = abs(u_xlat20) * u_xlat9.x + u_xlat15;
					    u_xlat9.x = u_xlat19 * u_xlat9.x + u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat15;
					    u_xlat9.x = abs(u_xlat20) * u_xlat9.x;
					    u_xlat20 = -abs(u_xlat20) + 1.0;
					    u_xlat9.x = u_xlat19 * u_xlat21 + u_xlat9.x;
					    u_xlat9.x = u_xlat9.x + 9.99999975e-06;
					    u_xlat9.x = 0.5 / u_xlat9.x;
					    u_xlat21 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat21 = inversesqrt(u_xlat21);
					    u_xlat2.xyz = u_xlat2.xyz * vec3(u_xlat21);
					    u_xlat0.x = dot(u_xlat0.xyz, u_xlat2.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, u_xlat2.xyz);
					    u_xlat6 = clamp(u_xlat6, 0.0, 1.0);
					    u_xlat12 = u_xlat0.x * u_xlat15 + (-u_xlat0.x);
					    u_xlat0.x = u_xlat12 * u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x + 1.00000001e-07;
					    u_xlat12 = u_xlat15 * 0.318309873;
					    u_xlat0.x = u_xlat12 / u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat9.x;
					    u_xlat0.x = u_xlat19 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 3.14159274;
					    u_xlat0.x = max(u_xlat0.x, 0.0);
					    u_xlat1.xy = vs_TEXCOORD0.xy * _SurfaceClolrtex_ST.xy + _SurfaceClolrtex_ST.zw;
					    u_xlat1 = texture(_SurfaceClolrtex, u_xlat1.xy);
					    u_xlat2.xyz = u_xlat1.xyz * _SurfaceClolr.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat1.xyz = u_xlat1.xyz * _SurfaceClolr.xyz;
					    u_xlat2.xyz = vec3(_Metallic) * u_xlat2.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat12 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlatb12 = u_xlat12!=0.0;
					    u_xlat12 = u_xlatb12 ? 1.0 : float(0.0);
					    u_xlat0.x = u_xlat12 * u_xlat0.x;
					    u_xlat4 = texture(_LightTexture0, vs_TEXCOORD8.xy);
					    u_xlat9.xyz = u_xlat4.www * _LightColor0.xyz;
					    u_xlat4.xyz = u_xlat0.xxx * u_xlat9.xyz;
					    u_xlat0.x = (-u_xlat6) + 1.0;
					    u_xlat12 = u_xlat0.x * u_xlat0.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat0.x = u_xlat0.x * u_xlat12;
					    u_xlat5.xyz = (-u_xlat2.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat5.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat4.xyz;
					    u_xlat0.x = u_xlat6 + u_xlat6;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * u_xlat3.x + -0.5;
					    u_xlat6 = u_xlat20 * u_xlat20;
					    u_xlat6 = u_xlat6 * u_xlat6;
					    u_xlat6 = u_xlat20 * u_xlat6;
					    u_xlat6 = u_xlat0.x * u_xlat6 + 1.0;
					    u_xlat12 = (-u_xlat18) + 1.0;
					    u_xlat19 = u_xlat12 * u_xlat12;
					    u_xlat19 = u_xlat19 * u_xlat19;
					    u_xlat12 = u_xlat12 * u_xlat19;
					    u_xlat0.x = u_xlat0.x * u_xlat12 + 1.0;
					    u_xlat0.x = u_xlat6 * u_xlat0.x;
					    u_xlat0.x = u_xlat18 * u_xlat0.x;
					    u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					    u_xlat18 = (-_Metallic) * 0.959999979 + 0.959999979;
					    u_xlat1.xyz = vec3(u_xlat18) * u_xlat1.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat18 = vs_TEXCOORD10 / _ProjectionParams.y;
					    u_xlat18 = (-u_xlat18) + 1.0;
					    u_xlat18 = u_xlat18 * _ProjectionParams.z;
					    u_xlat18 = max(u_xlat18, 0.0);
					    u_xlat18 = u_xlat18 * unity_FogParams.x;
					    u_xlat18 = u_xlat18 * (-u_xlat18);
					    u_xlat18 = exp2(u_xlat18);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat18);
					    SV_Target0.w = 0.0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "ShadowCaster"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "Transparent" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
			Cull Off
			Offset 1, 1
			GpuProgramID 184905
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					float u_xlat4;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    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_xlat4 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat4);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat4) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat4;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat6;
					void main()
					{
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    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_xlat6 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat6);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat6) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"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 UnityShadows {
						vec4 unused_0_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_0_2[20];
					};
					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  vec2 in_TEXCOORD0;
					in  vec2 in_TEXCOORD1;
					in  vec2 in_TEXCOORD2;
					out vec2 vs_TEXCOORD1;
					out vec2 vs_TEXCOORD2;
					out vec2 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    vs_TEXCOORD2.xy = in_TEXCOORD1.xy;
					    vs_TEXCOORD3.xy = in_TEXCOORD2.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_LINEAR" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "DIRLIGHTMAP_SEPARATE" "LIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[4];
						vec4 _alpha_ST;
					};
					uniform  sampler2D _alpha;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD1.xy * _alpha_ST.xy + _alpha_ST.zw;
					    u_xlat0 = texture(_alpha, u_xlat0.xy);
					    u_xlat0.x = u_xlat0.w + -0.5;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
	}
	Fallback "Diffuse"
	CustomEditor "ShaderForgeMaterialInspector"
}