#T#PoiRimLightProperties
//ifex _EnableRimLighting==0 && _EnableRim2Lighting==0
[HideInInspector] m_start_rimLightOptions ("Rim Lighting--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
//ifex _EnableRimLighting==0
[HideInInspector] m_start_rimLight1Options ("Rim Lighting 1--{reference_property:_EnableRimLighting,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting ("Enable Rim Lighting", Float) = 0
[KeywordEnum(Poiyomi, UTS2)] _RimStyle ("Style", Float) = 0
[sRGBWarning(true)]_RimTex ("Rim Texture--{reference_properties:[_RimTexPan, _RimTexUV], condition_showS:_RimStyle==0}", 2D) = "white" { }
[HideInInspector][Vector2]_RimTexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _RimTexUV ("UV", Int) = 0
[sRGBWarning]_RimMask ("Rim Mask--{reference_properties:[_RimMaskPan, _RimMaskUV, _RimMaskChannel], condition_showS:_RimStyle==0}", 2D) = "white" { }
[HideInInspector][Vector2]_RimMaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _RimMaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_RimMaskChannel ("Channel", Float) = 0

[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _RimGlobalMask ("Global Mask--{reference_property:_RimGlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _RimGlobalMaskBlendType ("Blending", Int) = 2

_Is_NormalMapToRimLight ("Normal Strength", Range(0, 1)) = 1
[ToggleUI]_RimLightingInvert ("Invert Rim Lighting--{ condition_showS:_RimStyle==0}", Float) = 0
_RimLightColor ("Rim Color--{reference_property:_RimLightColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _RimLightColorThemeIndex ("", Int) = 0
_RimWidth ("Rim Width--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 0.8
_RimSharpness ("Rim Sharpness--{ condition_showS:_RimStyle==0}", Range(0, 1)) = .25
_RimPower ("Rim Power--{ condition_showS:_RimStyle==0}", Range(0, 10)) = 1
_RimStrength ("Rim Emission--{ condition_showS:_RimStyle==0}", Range(0, 20)) = 0
_RimBaseColorMix ("Mix Base Color--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 0
[ThryWideEnum(Add, 0, Replace, 1, Multiply, 2, Mixed, 3)] _RimBlendMode ("Blend Mode--{ condition_showS:_RimStyle==0}", Int) = 0
_RimBrightness ("Brightness--{ condition_showS:_RimStyle==0}", Range(0, 10)) = 1
_RimBlendStrength ("Blend Strength--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 1

[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _RimApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_RimApplyGlobalMaskBlendType,condition_showS:_RimStyle==0}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _RimApplyGlobalMaskBlendType ("Blending", Int) = 2

[sRGBWarning]_Set_RimLightMask ("Set_RimLightMask--{ condition_showS:_RimStyle==1}", 2D) = "white" { }
_Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel--{ condition_showS:_RimStyle==1}", Range(-1, 1)) = 0
_Is_LightColor_RimLight ("Mix Light Color--{ condition_showS:_RimStyle==1}", Range(0, 1)) = 1
_RimLight_Power ("Rim Power--{ condition_showS:_RimStyle==1}", Range(0, 1)) = 0.1
_RimLight_InsideMask ("Inside Mask--{ condition_showS:_RimStyle==1}", Range(0.0001, 1)) = 0.0001
[Toggle(_)] _RimLight_FeatherOff ("Feather Off--{ condition_showS:_RimStyle==1}", Float) = 0
[ThryToggleUI(true)] _LightDirection_MaskOn ("<size=13><b>  Light Direction Mask</b></size>--{ condition_showS:_RimStyle==1}", Float) = 0
_Tweak_LightDirection_MaskLevel ("Light Dir Mask Level--{ condition_showS:_LightDirection_MaskOn==1&&_RimStyle==1}", Range(0, 0.5)) = 0
[ThryToggleUI(true)] _Add_Antipodean_RimLight ("<size=13><b>  Antipodean(Ap) Rim</b></size>--{ condition_showS:_LightDirection_MaskOn==1&&_RimStyle==1}", Float) = 0
_Is_LightColor_Ap_RimLight ("Ap Light Color Mix--{ condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Range(0, 1)) = 1
_Ap_RimLightColor ("Ap Color--{reference_property:_RimApColorThemeIndex, condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _RimApColorThemeIndex ("", Int) = 0
_Ap_RimLight_Power ("Ap Power--{ condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Range(0, 1)) = 0.1
[Toggle(_)] _Ap_RimLight_FeatherOff ("Ap Feather Off--{ condition_showS:_LightDirection_MaskOn==1&&_Add_Antipodean_RimLight==1&&_RimStyle==1}", Float) = 0


[ThryToggleUI(true)] _RimShadowToggle ("<size=13><b>  Light Direction Mask</b></size>--{ condition_showS:_RimStyle==0}", Float) = 0
[Enum(Shadow Map, 0, Custom, 1)]_RimShadowMaskRampType ("Light Falloff Type--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Int) = 0
[ToggleUI]_RimShadowMaskInvert ("Invert Shadow Mask--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Float) = 0
_RimShadowMaskStrength ("Shadow Mask Strength--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Range(0, 1)) = 1
[MultiSlider]_RimShadowAlpha ("Hide In Shadow--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1&&_RimShadowMaskRampType==1}", Vector) = (0.0, 0.0, 0, 1)
_RimShadowWidth ("Shrink In Shadow--{ condition_showS:_RimStyle==0&&_RimShadowToggle==1}", Range(0, 1)) = 0

[ThryToggleUI(true)] _RimHueShiftEnabled ("<size=13><b>  Hue Shift</b></size>", Float) = 0
_RimHueShiftSpeed ("Shift Speed--{condition_showS:(_RimHueShiftEnabled==1)}", Float) = 0
_RimHueShift ("Hue Shift--{condition_showS:(_RimHueShiftEnabled==1)}", Range(0, 1)) = 0

[HideInInspector] m_start_RimAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1&&_RimStyle==0}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimWidthBand ("Width Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRimWidthAdd ("Width Add", Vector) = (0, 0, 0, 0)
	[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimEmissionBand ("Emission Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRimEmissionAdd ("Emission Add", Vector) = (0, 0, 0, 0)
	[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimBrightnessBand ("Brightness Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRimBrightnessAdd ("Brightness Add", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_RimAudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_rim1LightOptions ("Rim Lighting", Float) = 0
//endex

// Second Rim Lighting
//ifex _EnableRim2Lighting==0
[HideInInspector] m_start_rim2LightOptions ("Rim Lighting 2--{reference_property:_EnableRim2Lighting,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
[HideInInspector][ThryToggle(POI_RIM2)]_EnableRim2Lighting ("Enable Rim2 Lighting", Float) = 0
[KeywordEnum(Poiyomi, UTS2)] _Rim2Style ("Style", Float) = 0
[sRGBWarning(true)]_Rim2Tex ("Rim Texture--{reference_properties:[_Rim2TexPan, _Rim2TexUV], condition_showS:_Rim2Style==0}", 2D) = "white" { }
[HideInInspector][Vector2]_Rim2TexPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Rim2TexUV ("UV", Int) = 0
[sRGBWarning]_Rim2Mask ("Rim Mask--{reference_properties:[_Rim2MaskPan, _Rim2MaskUV, _Rim2MaskChannel], condition_showS:_Rim2Style==0}", 2D) = "white" { }
[HideInInspector][Vector2]_Rim2MaskPan ("Panning", Vector) = (0, 0, 0, 0)
[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos XZ, 5, Polar UV, 6, Distorted UV, 7)] _Rim2MaskUV ("UV", Int) = 0
[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Rim2MaskChannel ("Channel", Float) = 0

[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Rim2GlobalMask ("Global Mask--{reference_property:_Rim2GlobalMaskBlendType}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Rim2GlobalMaskBlendType ("Blending", Int) = 2

_Is_NormalMapToRim2Light ("Normal Strength", Range(0, 1)) = 1
[ToggleUI]_Rim2LightingInvert ("Invert Rim Lighting--{ condition_showS:_Rim2Style==0}", Float) = 0
_Rim2LightColor ("Rim Color--{reference_property:_Rim2LightColorThemeIndex}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Rim2LightColorThemeIndex ("", Int) = 0
_Rim2Width ("Rim Width--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 0.8
_Rim2Sharpness ("Rim Sharpness--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = .25
_Rim2Power ("Rim Power--{ condition_showS:_Rim2Style==0}", Range(0, 10)) = 1
_Rim2Strength ("Rim Emission--{ condition_showS:_Rim2Style==0}", Range(0, 20)) = 0
_Rim2BaseColorMix ("Mix Base Color--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 0
[ThryWideEnum(Add, 0, Replace, 1, Multiply, 2, Mixed, 3)] _Rim2BlendMode ("Blend Mode--{ condition_showS:_Rim2Style==0}", Int) = 0
_Rim2Brightness ("Brightness--{ condition_showS:_Rim2Style==0}", Range(0, 10)) = 1
_Rim2BlendStrength ("Blend Strength--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 1

[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Rim2ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Rim2ApplyGlobalMaskBlendType,condition_showS:_Rim2Style==0}", Int) = 0
[HideInInspector][ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge(Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)] _Rim2ApplyGlobalMaskBlendType ("Blending", Int) = 2

[sRGBWarning]_Set_Rim2LightMask ("Set_RimLightMask--{ condition_showS:_Rim2Style==1}", 2D) = "white" { }
_Tweak_Rim2LightMaskLevel ("Tweak_RimLightMaskLevel--{ condition_showS:_Rim2Style==1}", Range(-1, 1)) = 0
_Is_LightColor_Rim2Light ("Mix Light Color--{ condition_showS:_Rim2Style==1}", Range(0, 1)) = 1
_Rim2Light_Power ("Rim Power--{ condition_showS:_Rim2Style==1}", Range(0, 1)) = 0.1
_Rim2Light_InsideMask ("Inside Mask--{ condition_showS:_Rim2Style==1}", Range(0.0001, 1)) = 0.0001
[Toggle(_)] _Rim2Light_FeatherOff ("Feather Off--{ condition_showS:_Rim2Style==1}", Float) = 0
[ThryToggleUI(true)] _LightDirection_MaskOn2 ("<size=13><b>  Light Direction Mask</b></size>--{ condition_showS:_Rim2Style==1}", Float) = 0
_Tweak_LightDirection_MaskLevel2 ("Light Dir Mask Level--{ condition_showS:_LightDirection_MaskOn2==1&&_Rim2Style==1}", Range(0, 0.5)) = 0
[ThryToggleUI(true)] _Add_Antipodean_Rim2Light ("<size=13><b>  Antipodean(Ap) Rim</b></size>--{ condition_showS:_LightDirection_MaskOn2==1&&_Rim2Style==1}", Float) = 0
_Is_LightColor_Ap_Rim2Light ("Ap Light Color Mix--{ condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Range(0, 1)) = 1
_Ap_Rim2LightColor ("Ap Color--{reference_property:_Rim2ApColorThemeIndex, condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Color) = (1, 1, 1, 1)
[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Rim2ApColorThemeIndex ("", Int) = 0
_Ap_Rim2Light_Power ("Ap Power--{ condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Range(0, 1)) = 0.1
[Toggle(_)] _Ap_Rim2Light_FeatherOff ("Ap Feather Off--{ condition_showS:_LightDirection_MaskOn2==1&&_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Float) = 0


[ThryToggleUI(true)] _Rim2ShadowToggle ("<size=13><b>  Light Direction Mask</b></size>--{ condition_showS:_Rim2Style==0}", Float) = 0
[Enum(Shadow Map, 0, Custom, 1)]_Rim2ShadowMaskRampType ("Light Falloff Type--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Int) = 0
[ToggleUI]_Rim2ShadowMaskInvert ("Invert Shadow Mask--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Float) = 0
_Rim2ShadowMaskStrength ("Shadow Mask Strength--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Range(0, 1)) = 1
[MultiSlider]_Rim2ShadowAlpha ("Hide In Shadow--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1&&_Rim2ShadowMaskRampType==1}", Vector) = (0.0, 0.0, 0, 1)
_Rim2ShadowWidth ("Shrink In Shadow--{ condition_showS:_Rim2Style==0&&_Rim2ShadowToggle==1}", Range(0, 1)) = 0

[ThryToggleUI(true)] _Rim2HueShiftEnabled ("<size=13><b>  Hue Shift</b></size>", Float) = 0
_Rim2HueShiftSpeed ("Shift Speed--{condition_showS:(_Rim2HueShiftEnabled==1)}", Float) = 0
_Rim2HueShift ("Hue Shift--{condition_showS:(_Rim2HueShiftEnabled==1)}", Range(0, 1)) = 0

[HideInInspector] m_start_Rim2AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1&&_Rim2Style==0}", Float) = 0
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRim2WidthBand ("Width Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRim2WidthAdd ("Width Add", Vector) = (0, 0, 0, 0)
	[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRim2EmissionBand ("Emission Add Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRim2EmissionAdd ("Emission Add", Vector) = (0, 0, 0, 0)
	[Space(7)]
[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRim2BrightnessBand ("Brightness Band", Int) = 0
[VectorLabel(Min, Max)] _AudioLinkRim2BrightnessAdd ("Brightness Add", Vector) = (0, 0, 0, 0)
[HideInInspector] m_end_Rim2AudioLink ("Audio Link", Float) = 0
[HideInInspector] m_end_rim2LightOptions ("Rim2 Lighting", Float) = 0
[HideInInspector] m_end_rimLightOptions ("Rim Lighting", Float) = 0
//endex

//endex

#T#PoiRimLightKeywords
//ifex _EnableRimLighting==0
#pragma shader_feature_local _GLOSSYREFLECTIONS_OFF
#pragma shader_feature_local _RIMSTYLE_POIYOMI _RIMSTYLE_UTS2
//endex
//ifex _EnableRim2Lighting==0
#pragma shader_feature_local POI_RIM2
#pragma shader_feature_local _RIM2STYLE_POIYOMI _RIM2STYLE_UTS2
//endex
#T#PoiRimLightVariables
//ifex _EnableRimLighting==0
#ifdef _GLOSSYREFLECTIONS_OFF
	float _Is_NormalMapToRimLight;
	float4 _RimLightColor;
	float _RimLightColorThemeIndex;
	#ifdef _RIMSTYLE_POIYOMI
		float _RimLightingInvert;
		float _RimWidth;
		float _RimStrength;
		float _RimSharpness;
		float _RimBaseColorMix;
		// float _ShadowMix;
		// float _ShadowMixThreshold;
		// float _ShadowMixWidthMod;
		float _EnableRimLighting;
		float _RimWidthNoiseStrength;
		float4 _RimShadowAlpha;
		float _RimShadowWidth;
		float _RimBlendStrength;
		float _RimBlendMode;
		float _RimShadowToggle;
		float _RimPower;
		float _RimShadowMaskStrength;
		float _RimShadowMaskRampType;
		float _RimShadowMaskInvert;
		float _RimBrightness;
		#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _RimTex;
		#endif
		float4 _RimTex_ST;
		float2 _RimTexPan;
		float _RimTexUV;
		#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _RimMask;
		#endif
		float4 _RimMask_ST;
		float2 _RimMaskPan;
		float _RimMaskUV;
		float _RimMaskChannel;
		// #if defined(PROP_RIMWIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
		// 	Texture2D _RimWidthNoiseTexture;
		// #endif
		// float4 _RimWidthNoiseTexture_ST;
		// float2 _RimWidthNoiseTexturePan;
		// float _RimWidthNoiseTextureUV;

		#ifdef POI_AUDIOLINK
			half _AudioLinkRimWidthBand;
			float2 _AudioLinkRimWidthAdd;
			half _AudioLinkRimEmissionBand;
			float2 _AudioLinkRimEmissionAdd;
			half _AudioLinkRimBrightnessBand;
			float2 _AudioLinkRimBrightnessAdd;
		#endif
	#endif

	#ifdef _RIMSTYLE_UTS2
		float _RimLight;
		float _Is_LightColor_RimLight;
		float _RimLight_Power;
		float _RimLight_InsideMask;
		float _RimLight_FeatherOff;
		float _LightDirection_MaskOn;
		float _Tweak_LightDirection_MaskLevel;
		float _Add_Antipodean_RimLight;
		float4 _Ap_RimLightColor;
		float _RimApColorThemeIndex;
		float _Is_LightColor_Ap_RimLight;
		float _Ap_RimLight_Power;
		float _Ap_RimLight_FeatherOff;
		#if defined(PROP_SET_RIMLIGHTMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Set_RimLightMask;
			float4 _Set_RimLightMask_ST;
			float2 _Set_RimLightMaskPan;
			float _Set_RimLightMaskUV;
		#endif
		float _Tweak_RimLightMaskLevel;
	#endif

	float _RimGlobalMask;
	float _RimGlobalMaskBlendType;
	float _RimApplyGlobalMaskIndex;
	float _RimApplyGlobalMaskBlendType;

	float _RimHueShiftEnabled;
	float _RimHueShiftSpeed;
	float _RimHueShift;
#endif
//endex
//ifex _EnableRim2Lighting==0
#ifdef POI_RIM2
	float _Is_NormalMapToRim2Light;
	float4 _Rim2LightColor;
	float _Rim2LightColorThemeIndex;

	#ifdef _RIM2STYLE_POIYOMI
		float _Rim2LightingInvert;
		float _Rim2Width;
		float _Rim2Strength;
		float _Rim2Sharpness;
		float _Rim2BaseColorMix;
		// float _ShadowMix;
		// float _ShadowMixThreshold;
		// float _ShadowMixWidthMod;
		float _EnableRim2Lighting;
		float _Rim2WidthNoiseStrength;
		float4 _Rim2ShadowAlpha;
		float _Rim2ShadowWidth;
		float _Rim2BlendStrength;
		float _Rim2BlendMode;
		float _Rim2ShadowToggle;
		float _Rim2Power;
		float _Rim2ShadowMaskStrength;
		float _Rim2ShadowMaskRampType;
		float _Rim2ShadowMaskInvert;
		float _Rim2Brightness;
		#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2Tex;
		#endif
		float4 _Rim2Tex_ST;
		float2 _Rim2TexPan;
		float _Rim2TexUV;
		#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2Mask;
		#endif
		float4 _Rim2Mask_ST;
		float2 _Rim2MaskPan;
		float _Rim2MaskUV;
		float _Rim2MaskChannel;
		#if defined(PROP_RIM2WIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2WidthNoiseTexture;
		#endif
		// float4 _Rim2WidthNoiseTexture_ST;
		// float2 _Rim2WidthNoiseTexturePan;
		// float _Rim2WidthNoiseTextureUV;
		#ifdef POI_AUDIOLINK
			half _AudioLinkRim2WidthBand;
			float2 _AudioLinkRim2WidthAdd;
			half _AudioLinkRim2EmissionBand;
			float2 _AudioLinkRim2EmissionAdd;
			half _AudioLinkRim2BrightnessBand;
			float2 _AudioLinkRim2BrightnessAdd;
		#endif
	#endif

	#ifdef _RIM2STYLE_UTS2
		float _Rim2Light;
		float _Is_LightColor_Rim2Light;
		float _Rim2Light_Power;
		float _Rim2Light_InsideMask;
		float _Rim2Light_FeatherOff;
		float _LightDirection_MaskOn2;
		float _Tweak_LightDirection_MaskLevel2;
		float _Add_Antipodean_Rim2Light;
		float4 _Ap_Rim2LightColor;
		float _Rim2ApColorThemeIndex;
		float _Is_LightColor_Ap_Rim2Light;
		float _Ap_Rim2Light_Power;
		float _Ap_Rim2Light_FeatherOff;
		#if defined(PROP_SET_RIM2LIGHTMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Set_Rim2LightMask;
			float4 _Set_Rim2LightMask_ST;
			float2 _Set_Rim2LightMaskPan;
			float _Set_Rim2LightMaskUV;
		#endif
		float _Tweak_Rim2LightMaskLevel;
	#endif

	float _Rim2GlobalMask;
	float _Rim2GlobalMaskBlendType;
	float _Rim2ApplyGlobalMaskIndex;
	float _Rim2ApplyGlobalMaskBlendType;

	float _Rim2HueShiftEnabled;
	float _Rim2HueShiftSpeed;
	float _Rim2HueShift;
#endif
//endex

#T#PoiRimLightFunction
//ifex _EnableRimLighting==0 && _EnableRim2Lighting==0
#if defined(_GLOSSYREFLECTIONS_OFF) || defined(POI_RIM2)
	#if defined(_RIMSTYLE_POIYOMI) || defined(_RIM2STYLE_POIYOMI)
		void ApplyPoiyomiRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float Is_NormalMapToRimLight, float RimInvert, float RimPower, float RimStrength, float RimShadowWidth, float RimShadowToggle, float RimWidth, float RimBlendStrength, float RimMask, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimTex, float4 RimLightColor, float RimLightColorThemeIndex, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimSharpness, float RimShadowMaskRampType, float RimShadowMaskInvert, float RimShadowMaskStrength, float2 RimShadowAlpha, float RimApplyGlobalMaskIndex, float RimApplyGlobalMaskBlendType, float RimBaseColorMix, float RimBrightness, float RimBlendMode, half AudioLinkRimWidthBand, float2 AudioLinkRimWidthAdd, half AudioLinkRimEmissionBand, float2 AudioLinkRimEmissionAdd, half AudioLinkRimBrightnessBand, float2 AudioLinkRimBrightnessAdd)
		{
			/*
			#if defined(PROP_RIMWIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
				float rimNoise = POI2D_SAMPLER_PAN(_RimWidthNoiseTexture, _MainTex, poiUV(poiMesh.uv[_RimWidthNoiseTextureUV], _RimWidthNoiseTexture_ST), _RimWidthNoiseTexturePan);
			#else
				float rimNoise = 0;
			#endif

			rimNoise = (rimNoise - .5) * _RimWidthNoiseStrength;
			*/

			float viewDotNormal = abs(dot(poiCam.viewDir, lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight)));

			UNITY_BRANCH
			if (RimInvert)
			{
				viewDotNormal = 1 - viewDotNormal;
			}

			viewDotNormal = pow(viewDotNormal, RimPower);

			if (RimShadowWidth && RimShadowToggle)
			{
				viewDotNormal += lerp(0, (1 - poiLight.nDotLNormalized) * 3, RimShadowWidth);
			}

			float rimStrength = RimStrength;

			float rimWidth = lerp( - .05, 1, RimWidth);
			
			float blendStrength = _RimBlendStrength;
			#ifdef POI_AUDIOLINK
				UNITY_BRANCH
				if (poiMods.audioLinkAvailable)
				{
					rimWidth = clamp(rimWidth + lerp(_AudioLinkRimWidthAdd.x, _AudioLinkRimWidthAdd.y, poiMods.audioLink[_AudioLinkRimWidthBand]), - .05, 1);
					rimStrength += lerp(_AudioLinkRimEmissionAdd.x, _AudioLinkRimEmissionAdd.y, poiMods.audioLink[_AudioLinkRimEmissionBand]);
					blendStrength += lerp(_AudioLinkRimBrightnessAdd.x, _AudioLinkRimBrightnessAdd.y, poiMods.audioLink[_AudioLinkRimBrightnessBand]);
				}
			#endif

			//rimWidth -= rimNoise;
			
			float rimMask = RimMask;

			if (RimGlobalMask > 0)
			{
				rimMask = customBlend(rimMask, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
			}

			float4 rimColor = RimTex;
			rimColor *= float4(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex), RimLightColor.a);
			
			UNITY_BRANCH
			if (RimHueShiftEnabled)
			{
				rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
			}
			
			// rimWidth = max(lerp(rimWidth, rimWidth * lerp(0, 1, poiLight.lightMap - _ShadowMixThreshold) * _ShadowMixWidthMod, _ShadowMix), 0);
			float rim = 1 - smoothstep(min(RimSharpness, rimWidth), rimWidth, viewDotNormal);
			rim *= RimLightColor.a * rimColor.a * rimMask;

			if (RimShadowToggle)
			{
				switch(RimShadowMaskRampType)
				{
					case 0:
						float rampedLightMap = poiLight.rampedLightMap;
						if (RimShadowMaskInvert) rampedLightMap = 1 - rampedLightMap;
						rim = lerp(rim, rim * rampedLightMap, RimShadowMaskStrength);
						break;
					case 1:
						float nDotLNormalized = poiLight.nDotLNormalized;
						if (RimShadowMaskInvert) nDotLNormalized = 1 - nDotLNormalized;
						rim = lerp(rim, rim * smoothstep(RimShadowAlpha.x, RimShadowAlpha.y, nDotLNormalized), RimShadowMaskStrength);
						break;
				}
			}

			if (RimApplyGlobalMaskIndex > 0)
			{
				applyToGlobalMask(poiMods, RimApplyGlobalMaskIndex-1, RimApplyGlobalMaskBlendType, rim * blendStrength);
			}

			float3 finalRimColor = rimColor.rgb * lerp(1, poiFragData.baseColor, RimBaseColorMix);
			finalRimColor *= RimBrightness;
			// Add 0, Replace 1, Multiply 2, Mixed 3
			switch(RimBlendMode)
			{
				case 0: poiFragData.baseColor += finalRimColor * rim * blendStrength; break;
				case 1: poiFragData.baseColor = lerp(poiFragData.baseColor, finalRimColor, rim * blendStrength); break;
				case 2: poiFragData.baseColor = lerp(poiFragData.baseColor, poiFragData.baseColor * finalRimColor, rim * blendStrength); break;
				case 3: poiFragData.baseColor = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * finalRimColor, rim * blendStrength); break;
			}
			poiFragData.baseColor = saturate(poiFragData.baseColor);
			poiFragData.emission += finalRimColor * rim * rimStrength;
			#ifdef POI_RIM2
				viewDotNormal = abs(dot(poiCam.viewDir, lerp(poiMesh.normals[0], poiMesh.normals[1], _Is_NormalMapToRim2Light)));

				UNITY_BRANCH
				if (_Rim2LightingInvert)
				{
					viewDotNormal = 1 - viewDotNormal;
				}

				viewDotNormal = pow(viewDotNormal, _Rim2Power);

				if (_Rim2ShadowWidth && _Rim2ShadowToggle)
				{
					viewDotNormal += lerp(0, (1 - poiLight.nDotLNormalized) * 3, _Rim2ShadowWidth);
				}

				float rim2Strength = _Rim2Strength;

				float rim2Width = lerp( - .05, 1, _Rim2Width);
				
				float rim2BlendStrength = _Rim2BlendStrength;

				#ifdef POI_AUDIOLINK
					UNITY_BRANCH
					if (poiMods.audioLinkAvailable)
					{
						rim2Width = clamp(rim2Width + lerp(_AudioLinkRim2WidthAdd.x, _AudioLinkRim2WidthAdd.y, poiMods.audioLink[_AudioLinkRim2WidthBand]), - .05, 1);
						rim2Strength += lerp(_AudioLinkRim2EmissionAdd.x, _AudioLinkRim2EmissionAdd.y, poiMods.audioLink[_AudioLinkRim2EmissionBand]);
						rim2BlendStrength += lerp(_AudioLinkRim2BrightnessAdd.x, _AudioLinkRim2BrightnessAdd.y, poiMods.audioLink[_AudioLinkRim2BrightnessBand]);
					}
				#endif

				//rim2Width -= rimNoise;
				
				#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
					float rim2Mask = POI2D_SAMPLER_PAN(_Rim2Mask, _MainTex, poiUV(poiMesh.uv[_Rim2MaskUV], _Rim2Mask_ST), _Rim2MaskPan)[_Rim2MaskChannel];
				#else
					float rim2Mask = 1;
				#endif

				#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
					float4 rim2Color = POI2D_SAMPLER_PAN(_Rim2Tex, _MainTex, poiUV(poiMesh.uv[_Rim2TexUV], _Rim2Tex_ST), _Rim2TexPan) * float4(poiThemeColor(poiMods, _Rim2LightColor.rgb, _Rim2LightColorThemeIndex), _Rim2LightColor.a);
				#else
					float4 rim2Color = float4(poiThemeColor(poiMods, _Rim2LightColor.rgb, _Rim2LightColorThemeIndex), _Rim2LightColor.a);
				#endif
				
				UNITY_BRANCH
				if (_Rim2HueShiftEnabled)
				{
					rim2Color.rgb = hueShift(rim2Color.rgb, _Rim2HueShift + _Time.x * _Rim2HueShiftSpeed);
				}
				
				// rim2Width = max(lerp(rim2Width, rim2Width * lerp(0, 1, poiLight.lightMap - _ShadowMixThreshold) * _ShadowMixWidthMod, _ShadowMix), 0);
				float rim2 = 1 - smoothstep(min(_Rim2Sharpness, rim2Width), rim2Width, viewDotNormal);
				rim2 *= _Rim2LightColor.a * rim2Color.a * rim2Mask;

				if (_Rim2ShadowToggle)
				{
					switch(_Rim2ShadowMaskRampType)
					{
						case 0:
							float rampedLightMap = poiLight.rampedLightMap;
							if (_Rim2ShadowMaskInvert) rampedLightMap = 1 - rampedLightMap;
							rim2 = lerp(rim2, rim2 * rampedLightMap, _Rim2ShadowMaskStrength);
							break;
						case 1:
							float nDotLNormalized = poiLight.nDotLNormalized;
							if (_Rim2ShadowMaskInvert) nDotLNormalized = 1 - nDotLNormalized;
							rim2 = lerp(rim2, rim2 * smoothstep(_Rim2ShadowAlpha.x, _Rim2ShadowAlpha.y, nDotLNormalized), _Rim2ShadowMaskStrength);
							break;
					}
				}

				float3 finalRim2Color = rim2Color.rgb * lerp(1, poiFragData.baseColor, _Rim2BaseColorMix);
				finalRim2Color *= _Rim2Brightness;
				// Add 0, Replace 1, Multiply 2, Mixed 3
				switch(_Rim2BlendMode)
				{
					case 0: poiFragData.baseColor += finalRim2Color * rim2 * rim2BlendStrength; break;
					case 1: poiFragData.baseColor = lerp(poiFragData.baseColor, finalRim2Color, rim2 * rim2BlendStrength); break;
					case 2: poiFragData.baseColor = lerp(poiFragData.baseColor, poiFragData.baseColor * finalRim2Color, rim2 * rim2BlendStrength); break;
					case 3: poiFragData.baseColor = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * finalRim2Color, rim2 * rim2BlendStrength); break;
				}
				poiFragData.baseColor = saturate(poiFragData.baseColor);
				poiFragData.emission += finalRim2Color * rim2 * rim2Strength;
			#endif
		}
	#endif
	#if defined(_RIMSTYLE_UTS2) || defined(_RIM2STYLE_UTS2)
		// void ApplyUTS2RimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float Set_RimLightMask_var, float RimGlobalMask, float RimGlobalMaskBlendType, float RimLightColor, float RimLightColorThemeIndex, float Is_LightColor_RimLight, float RimLight_Power, )
		void ApplyUTS2RimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float Set_RimLightMask_var, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimLightColor, float RimLightColorThemeIndex, float Is_LightColor_RimLight, float Is_NormalMapToRimLight, float RimLight_Power, float RimLight_InsideMask, float RimLight_FeatherOff, float LightDirection_MaskOn, float Tweak_LightDirection_MaskLevel, float Add_Antipodean_RimLight, float4 Ap_RimLightColor, float RimApColorThemeIndex, float Is_LightColor_Ap_RimLight, float Ap_RimLight_Power, float Ap_RimLight_FeatherOff, float Tweak_RimLightMaskLevel, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed)
		{
			//float3 Set_HighColor = (lerp(saturate((Set_FinalBaseColor - _TweakHighColorMask_var)), Set_FinalBaseColor, lerp(_Is_BlendAddToHiColor, 1.0, _Is_SpecularToHighColor)) + lerp(_HighColor_var, (_HighColor_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow));
			// #if defined(PROP_SET_RIMLIGHTMASK) || !defined(OPTIMIZER_ENABLED)
			// 	float4 _Set_RimLightMask_var = POI2D_SAMPLER_PAN(_Set_RimLightMask, _MainTex, poiUV(poiMesh.uv[_Set_RimLightMaskUV], _Set_RimLightMask_ST), _Set_RimLightMaskPan);
			// #else
			// 	float4 _Set_RimLightMask_var = float4(1.0, 1.0, 1.0, 1.0);
			// #endif

			if (RimGlobalMask > 0)
			{
				Set_RimLightMask_var = customBlend(Set_RimLightMask_var, poiMods.globalMask[RimGlobalMask-1], RimGlobalMaskBlendType);
			}

			float3 rimColor = float3(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex));
			float3 _Is_LightColor_RimLight_var = lerp(rimColor, (rimColor * poiLight.directColor), Is_LightColor_RimLight);
			float _RimArea_var = (1.0 - dot(lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight), poiCam.viewDir));
			float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, RimLight_Power)));
			float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _RimLightPower_var), RimLight_FeatherOff));
			float _VertHalfLambert_var = 0.5 * dot(poiMesh.normals[0], poiLight.direction) + 0.5;
			float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + Tweak_LightDirection_MaskLevel)))), LightDirection_MaskOn);
			float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, Ap_RimLight_Power)));
			float3 ApRimColor = float3(poiThemeColor(poiMods, Ap_RimLightColor.rgb, RimApColorThemeIndex));
			float3 _RimLight_var = (saturate((Set_RimLightMask_var + Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(ApRimColor, (ApRimColor * poiLight.directColor), Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _ApRimLightPower_var), Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + Tweak_LightDirection_MaskLevel))))), Add_Antipodean_RimLight));
			UNITY_BRANCH
			if (RimHueShiftEnabled)
			{
				_RimLight_var = hueShift(_RimLight_var, RimHueShift + _Time.x * RimHueShiftSpeed);
			}
			poiFragData.baseColor = saturate(poiFragData.baseColor + _RimLight_var);
			//Composition: HighColor and RimLight as _RimLight_var
		}
	#endif
#endif
//endex


#T#PoiRimLightFunctionCall
//ifex _EnableRimLighting==0
#ifdef _GLOSSYREFLECTIONS_OFF
	#ifdef _RIMSTYLE_POIYOMI
		#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
			float rimMask = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiUV(poiMesh.uv[_RimMaskUV], _RimMask_ST), _RimMaskPan)[_RimMaskChannel];
		#else
			float rimMask = 1;
		#endif

		#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
			float4 rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiUV(poiMesh.uv[_RimTexUV], _RimTex_ST), _RimTexPan);
		#else
			float4 rimColor = 1;
		#endif
		half AudioLinkRimWidthBand = 0;
		float2 AudioLinkRimWidthAdd = 0;
		half AudioLinkRimEmissionBand = 0;
		float2 AudioLinkRimEmissionAdd = 0;
		half AudioLinkRimBrightnessBand = 0;
		float2 AudioLinkRimBrightnessAdd = 0;
		#ifdef POI_AUDIOLINK
			AudioLinkRimWidthBand = _AudioLinkRimWidthBand;
			AudioLinkRimWidthAdd = _AudioLinkRimWidthAdd;
			AudioLinkRimEmissionBand = _AudioLinkRimEmissionBand;
			AudioLinkRimEmissionAdd = _AudioLinkRimEmissionAdd;
			AudioLinkRimBrightnessBand = _AudioLinkRimBrightnessBand;
			AudioLinkRimBrightnessAdd = _AudioLinkRimBrightnessAdd;
		#endif
		ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Is_NormalMapToRimLight, _RimLightingInvert, _RimPower, _RimStrength, _RimShadowWidth, _RimShadowToggle, _RimWidth, _RimBlendStrength, rimMask, _RimGlobalMask, _RimGlobalMaskBlendType, rimColor, _RimLightColor, _RimLightColorThemeIndex, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed, _RimSharpness, _RimShadowMaskRampType, _RimShadowMaskInvert, _RimShadowMaskStrength, _RimShadowAlpha, _RimApplyGlobalMaskIndex, _RimApplyGlobalMaskBlendType, _RimBaseColorMix, _RimBrightness, _RimBlendMode, AudioLinkRimWidthBand, AudioLinkRimWidthAdd, AudioLinkRimEmissionBand, AudioLinkRimEmissionAdd, AudioLinkRimBrightnessBand, AudioLinkRimBrightnessAdd);
	#endif
	#ifdef _RIMSTYLE_UTS2
		#if defined(PROP_SET_RIMLIGHTMASK) || !defined(OPTIMIZER_ENABLED)
			float Set_RimLightMask_var = POI2D_SAMPLER_PAN(_Set_RimLightMask, _MainTex, poiUV(poiMesh.uv[_Set_RimLightMaskUV], _Set_RimLightMask_ST), _Set_RimLightMaskPan).g;
		#else
			float Set_RimLightMask_var = 1;
		#endif
		ApplyUTS2RimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, Set_RimLightMask_var, _RimGlobalMask, _RimGlobalMaskBlendType, _RimLightColor, _RimLightColorThemeIndex, _Is_LightColor_RimLight, _Is_NormalMapToRimLight, _RimLight_Power, _RimLight_InsideMask, _RimLight_FeatherOff, _LightDirection_MaskOn, _Tweak_LightDirection_MaskLevel, _Add_Antipodean_RimLight, _Ap_RimLightColor, _RimApColorThemeIndex, _Is_LightColor_Ap_RimLight, _Ap_RimLight_Power, _Ap_RimLight_FeatherOff, _Tweak_RimLightMaskLevel, _RimHueShiftEnabled, _RimHueShift, _RimHueShiftSpeed);
	#endif
#endif
//endex
//ifex _EnableRim2Lighting==0
#ifdef POI_RIM2
	#ifdef _RIM2STYLE_POIYOMI
		#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
			float rim2Mask = POI2D_SAMPLER_PAN(_Rim2Mask, _MainTex, poiUV(poiMesh.uv[_Rim2MaskUV], _Rim2Mask_ST), _Rim2MaskPan)[_Rim2MaskChannel];
		#else
			float rim2Mask = 1;
		#endif

		#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
			float4 rim2Color = POI2D_SAMPLER_PAN(_Rim2Tex, _MainTex, poiUV(poiMesh.uv[_Rim2TexUV], _Rim2Tex_ST), _Rim2TexPan);
		#else
			float4 rim2Color = 1;
		#endif
		half AudioLinkRim2WidthBand = 0;
		float2 AudioLinkRim2WidthAdd = 0;
		half AudioLinkRim2EmissionBand = 0;
		float2 AudioLinkRim2EmissionAdd = 0;
		half AudioLinkRim2BrightnessBand = 0;
		float2 AudioLinkRim2BrightnessAdd = 0;
		#ifdef POI_AUDIOLINK
			AudioLinkRim2WidthBand = _AudioLinkRim2WidthBand;
			AudioLinkRim2WidthAdd = _AudioLinkRim2WidthAdd;
			AudioLinkRim2EmissionBand = _AudioLinkRim2EmissionBand;
			AudioLinkRim2EmissionAdd = _AudioLinkRim2EmissionAdd;
			AudioLinkRim2BrightnessBand = _AudioLinkRim2BrightnessBand;
			AudioLinkRim2BrightnessAdd = _AudioLinkRim2BrightnessAdd;
		#endif
		ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, _Is_NormalMapToRim2Light, _Rim2LightingInvert, _Rim2Power, _Rim2Strength, _Rim2ShadowWidth, _Rim2ShadowToggle, _Rim2Width, _Rim2BlendStrength, rim2Mask, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, rim2Color, _Rim2LightColor, _Rim2LightColorThemeIndex, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed, _Rim2Sharpness, _Rim2ShadowMaskRampType, _Rim2ShadowMaskInvert, _Rim2ShadowMaskStrength, _Rim2ShadowAlpha, _Rim2ApplyGlobalMaskIndex, _Rim2ApplyGlobalMaskBlendType, _Rim2BaseColorMix, _Rim2Brightness, _Rim2BlendMode, AudioLinkRim2WidthBand, AudioLinkRim2WidthAdd, AudioLinkRim2EmissionBand, AudioLinkRim2EmissionAdd, AudioLinkRim2BrightnessBand, AudioLinkRim2BrightnessAdd);
	#endif
	#ifdef _RIM2STYLE_UTS2
		#if defined(PROP_SET_RIM2LIGHTMASK) || !defined(OPTIMIZER_ENABLED)
			float Set_Rim2LightMask_var = POI2D_SAMPLER_PAN(_Set_Rim2LightMask, _MainTex, poiUV(poiMesh.uv[_Set_Rim2LightMaskUV], _Set_Rim2LightMask_ST), _Set_Rim2LightMaskPan).g;
		#else
			float Set_Rim2LightMask_var = 1;
		#endif
		ApplyUTS2RimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, Set_Rim2LightMask_var, _Rim2GlobalMask, _Rim2GlobalMaskBlendType, _Rim2LightColor, _Rim2LightColorThemeIndex, _Is_LightColor_Rim2Light, _Is_NormalMapToRim2Light, _Rim2Light_Power, _Rim2Light_InsideMask, _Rim2Light_FeatherOff, _LightDirection_MaskOn2, _Tweak_LightDirection_MaskLevel2, _Add_Antipodean_Rim2Light, _Ap_Rim2LightColor, _Rim2ApColorThemeIndex, _Is_LightColor_Ap_Rim2Light, _Ap_Rim2Light_Power, _Ap_Rim2Light_FeatherOff, _Tweak_Rim2LightMaskLevel, _Rim2HueShiftEnabled, _Rim2HueShift, _Rim2HueShiftSpeed);
	#endif
#endif
//endex